Merge remote-tracking branch 'upstream/master' into actor_table

This commit is contained in:
angie
2022-08-05 20:14:52 -04:00
122 changed files with 12035 additions and 2652 deletions
+22 -56
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@@ -594,7 +594,7 @@ void ActorShadow_DrawFeet(Actor* actor, Lights* mapper, PlayState* play);
void Actor_SetFeetPos(Actor* actor, s32 limbIndex, s32 leftFootIndex, Vec3f* leftFootPos, s32 rightFootIndex, Vec3f* rightFootPos);
void func_800B4AEC(PlayState* play, Actor* actor, f32 y);
void func_800B4B50(Actor* actor, Lights* mapper, PlayState* play);
void Actor_GetProjectedPos(PlayState* play, Vec3f* arg1, Vec3f* arg2, f32* arg3);
void Actor_GetProjectedPos(PlayState* play, Vec3f* worldPos, Vec3f* projectedPos, f32* invW);
void Actor_DrawZTarget(TargetContext* targetCtx, PlayState* play);
@@ -2345,13 +2345,6 @@ void SkinMatrix_SetYRotation(MtxF* mf, s16 a);
void SkinMatrix_MulYRotation(MtxF* mf, s16 a);
void SkinMatrix_SetZRotation(MtxF* mf, s16 a);
s32 func_8013A240(PlayState* play);
void func_8013A41C(s32 flag);
void func_8013A46C(s32 flag);
u32 func_8013A4C4(s32 flag);
s16 func_8013A504(s16 val);
s32 func_8013A530(PlayState* play, Actor* actor, s32 flag, Vec3f* pos, Vec3s* rot, f32 distanceMin, f32 distanceMax, s16 angleError);
void View_ViewportToVp(Vp* dest, Viewport* src);
void View_Init(View* view, GraphicsContext* gfxCtx);
void View_SetViewOrientation(View* view, Vec3f* eye, Vec3f* at, Vec3f* up);
@@ -3195,51 +3188,24 @@ void AudioSeq_InitSequencePlayerChannels(s32 playerIndex);
void AudioSeq_InitSequencePlayers(void);
void func_8019AE40(s32 param_1, s32 param_2, u32 param_3, s32 param_4);
void func_8019AEC0(UNK_PTR param_1, UNK_PTR param_2);
// void func_8019AF00(void);
// void func_8019AF58(void);
// void func_8019AFE8(void);
// void func_8019B02C(void);
// void AudioOcarina_MapSongFromNotesToButtons(void);
// void func_8019B144(void);
// void func_8019B378(void);
// void func_8019B38C(void);
// void func_8019B3D0(void);
// void func_8019B4B8(void);
void AudioOcarina_StartDefault(u32 arg0);
// void func_8019B568(void);
// void func_8019B5AC(void);
// void func_8019B5EC(void);
// void func_8019B618(void);
// void func_8019B654(void);
// void func_8019B6B4(void);
// void func_8019BC44(void);
// void func_8019BE98(void);
// void func_8019C1D0(void);
// void func_8019C268(void);
// void func_8019C2E4(void);
u32 AudioOcarina_SetInstrumentId(u8 arg0);
// void func_8019C398(void);
// void func_8019C5A0(void);
// void func_8019C8D8(void);
// void func_8019CD08(void);
// void func_8019CE34(void);
// void func_8019CE6C(void);
// void func_8019CEBC(void);
// void func_8019CF6C(void);
// void func_8019CF78(void);
void AudioOcarina_SetSongStartingPos(void);
void AudioOcarina_StartAtSongStartingPos(u32 ocarinaFlags);
void AudioOcarina_StartForSongCheck(u32 ocarinaFlags, u8 ocarinaStaffPlayingPosStart);
void AudioOcarina_StartWithSongNoteLengths(u32 ocarinaFlags);
void AudioOcarina_StartDefault(u32 ocarinaFlags);
u8 func_8019B5AC(void);
void AudioOcarina_ResetAndReadInput(void);
void AudioOcarina_SetOcarinaDisableTimer(u8 resetUnused, u8 resetDelay);
u32 AudioOcarina_SetInstrument(u8 ocarinaInstrumentId);
void AudioOcarina_SetPlaybackSong(s8 songIndexPlusOne, u8 playbackState);
void AudioOcarina_SetRecordingState(u8 recordingState);
OcarinaStaff* AudioOcarina_GetRecordingStaff(void);
OcarinaStaff* AudioOcarina_GetPlayingStaff(void);
OcarinaStaff* AudioOcarina_GetPlaybackStaff(void);
// void func_8019CFA8(void);
// void AudioOcarina_TerminaWallValidateNotes(void);
void AudioOcarina_TerminaWallGenerateNotes(void);
// void AudioOcarina_MemoryGameSetNumNotes(void);
// void AudioOcarina_MemoryGameGenerateNotes(void);
// void func_8019D600(void);
void func_8019D758(void);
// void func_8019D864(void);
// void func_8019D8B4(void);
// void func_8019D8E4(void);
// void func_8019DF28(void);
// void func_8019DF64(void);
void AudioOcarina_PlayLongScarecrowAfterCredits(void);
void func_8019E014(void);
// void func_8019E110(void);
// void func_8019E14C(void);
@@ -3365,7 +3331,7 @@ void func_801A4058(UNK_TYPE arg0);
// void func_801A42C8(void);
// void func_801A4324(void);
// void func_801A4348(void);
// void func_801A4380(void);
void Audio_SetSfxVolumeExceptSystemAndOcarinaBanks(u8 arg0);
void func_801A4428(u8 reverbIndex);
void Audio_PreNMI(void);
// void func_801A44C4(void);
@@ -3402,9 +3368,9 @@ UNK_TYPE func_801A51F0(UNK_TYPE arg0);
// void func_801A5808(void);
// void func_801A5A10(void);
// void func_801A5A1C(void);
void func_801A5BD0(s32 param_1);
// void func_801A5C28(void);
// void func_801A5C8C(void);
void Audio_SetSfxBanksMute(u16 muteMask);
void Audio_SetFlagForBgmVolumeLow(u8 channelIndex);
void Audio_ClearFlagForBgmVolumeLow(u8 channelIndex);
void Audio_PlaySfxGeneral(u16 sfxId, Vec3f* param_2, u8 param_3, f32* param_4, f32* param_5, s8* param_6);
// void func_801A5DDC(void);
// void func_801A5F7C(void);
@@ -3417,7 +3383,7 @@ void func_801A7084(u8 bankId);
void Audio_StopSfxByPos(Vec3f* pos);
void func_801A7328(Vec3f* pos, u16 sfxId);
// void func_801A7484(void);
void func_801A75E8(u16 sfxId);
void Audio_StopSfxById(u16 sfxId);
// void func_801A7720(void);
void func_801A7794(u32 param_1, u32 param_2, u32 param_3);
// void func_801A7828(void);
+3
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@@ -11,6 +11,9 @@
#define SCREEN_WIDTH_HIGH_RES 576
#define SCREEN_HEIGHT_HIGH_RES 454
#define PROJECTED_TO_SCREEN_X(projectedPos, invW) ((projectedPos).x * (invW) * (SCREEN_WIDTH / 2) + (SCREEN_WIDTH / 2))
#define PROJECTED_TO_SCREEN_Y(projectedPos, invW) ((projectedPos).y * (invW) * (-SCREEN_HEIGHT / 2) + (SCREEN_HEIGHT / 2))
#define ARRAY_COUNT(arr) (s32)(sizeof(arr) / sizeof(arr[0]))
#define ARRAY_COUNTU(arr) (u32)(sizeof(arr) / sizeof(arr[0]))
+28 -348
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@@ -469,28 +469,6 @@
#define NA_SE_PL_BOUND_METAL 0x9CD
#define NA_SE_PL_WALK_WALL 0x9CE
#define NA_SE_PL_WALK_WALL_DEKU 0x9CF
#define NA_SE_PL_WALK_WALL_ZORA 0x9D0
#define NA_SE_PL_WALK_WALL_GORON 0x9D1
#define NA_SE_PL_DEKU_IDOLING1 0x9D2
#define NA_SE_PL_GOLON_IDOLING1 0x9D3
#define NA_SE_PL_ZORA_IDOLING1 0x9D4
#define NA_SE_PL_WALK_WALL2_METAL 0x9D5
#define NA_SE_PL_WALK_WALL2_DEKU 0x9D6
#define NA_SE_PL_WALK_WALL2_ZORA 0x9D7
#define NA_SE_PL_WALK_WALL2_GORON 0x9D8
#define NA_SE_PL_WALK_WEED 0x9D9
#define NA_SE_PL_WALK_WOOD 0x9DA
#define NA_SE_PL_JUMP_WOOD 0x9DB
#define NA_SE_PL_LAND_WOOD 0x9DC
#define NA_SE_PL_GIANT_SWING 0x9DD
#define NA_SE_PL_GIANT_SWING2 0x9DE
#define NA_SE_PL_GIANT_SWING_FINISH 0x9DF
#define NA_SE_PL_GIANT_GUARD 0x9E0
#define NA_SE_PL_GIANT_GUARD_OFF 0x9E1
#define NA_SE_PL_GORON_GAKKI_START 0x9E2
#define NA_SE_PL_KEIREI 0x9E3
#define NA_SE_PL_GIANT_LINK_FOOT 0x9E4
#define NA_SE_PL_DUMMY485 0x9E5
// ------------ ITEM ------------
@@ -605,6 +583,7 @@
#define NA_SE_IT_FISHING_WORM_BOUND 0x186C
#define NA_SE_IT_DUMMY_109 0x186D
#define NA_SE_IT_DUMMY_110 0x186E
#define NA_SE_IT_DUMMY_111 0x186F
// ------------ ENVIRONMENT ------------
@@ -1072,72 +1051,6 @@
#define NA_SE_EV_DEMO_KID_SAGURU 0x29CD
#define NA_SE_EV_WATER_WALL3 0x29CE
#define NA_SE_EV_BOMBERS_TAORE 0x29CF
#define NA_SE_EV_RIVER_STREAM_TOWER 0x29D0
#define NA_SE_EV_MONKEY_ROPE 0x29D1
#define NA_SE_EV_MONKEY_FOOT_PAN 0x29D2
#define NA_SE_EV_BODYFALL_SAND1 0x29D3
#define NA_SE_EV_SCOOP_SAND1 0x29D4
#define NA_SE_EV_CHICKEN_CRY_M_0600 0x29D5
#define NA_SE_EV_WATER_WALL_BIG2 0x29D6
#define NA_SE_EV_WATER_VOLTEX 0x29D7
#define NA_SE_EV_WATER_WALL_IKANA 0x29D8
#define NA_SE_EV_DOOR_OPEN_GATYA 0x29D9
#define NA_SE_EV_CLAP_1SHOT 0x29DA
#define NA_SE_EV_TRR_APPEAR 0x29DB
#define NA_SE_EV_ICE_MELT_SHORT 0x29DC
#define NA_SE_EV_DEMO37_CLOTH1 0x29DD
#define NA_SE_EV_DEMO37_CLOTH2 0x29DE
#define NA_SE_EV_DEMO37_CLOTH3 0x29DF
#define NA_SE_EV_DEMO37_CLOTH4 0x29E0
#define NA_SE_EV_WHITE_FAIRY_DASH_SHORT 0x29E1
#define NA_SE_EV_WHITE_FAIRY_DASH_SHORT2 0x29E2
#define NA_SE_EV_DEMO27_BODYFALL 0x29E3
#define NA_SE_EV_DEMO30_LINK_RIDE 0x29E4
#define NA_SE_EV_DEMO16_WHITEOUT 0x29E5
#define NA_SE_EV_DEMO16_MIKAU_FADE 0x29E6
#define NA_SE_EV_DEMO27_WHITEOUT 0x29E7
#define NA_SE_SC_ZHOP_WAVE 0x29E8
#define NA_SE_EV_DEMO02_ME1 0x29E9
#define NA_SE_EV_DEMO02_WHOOSH 0x29EA
#define NA_SE_EV_DEMO02_ME2 0x29EB
#define NA_SE_EV_DEMO25_ME1 0x29EC
#define NA_SE_EV_DEMO25_HEAD_HIT 0x29ED
#define NA_SE_EV_TENTI_GYAKUTEN 0x29EE
#define NA_SE_EV_IKANA_JYOUKA 0x29EF
#define NA_SE_EV_IKANA_SHARP 0x29F0
#define NA_SE_EV_IKANA_JYOUKA_FLASH 0x29F1
#define NA_SE_EV_IKACASTLE_SLIDE1 0x29F2
#define NA_SE_EV_OKUJYOU_WIND 0x29F3
#define NA_SE_EV_CAM_WHOOSH 0x29F4
#define NA_SE_EV_DESK_HIT 0x29F5
#define NA_SE_EV_DEMO08_FIRE 0x29F6
#define NA_SE_EV_DEMO08_ME1 0x29F7
#define NA_SE_EV_OCARINA_FALL 0x29F8
#define NA_SE_EV_LINK_WARP_LV 0x29F9
#define NA_SE_EV_DEMO_ATATAME 0x29FA
#define NA_SE_EV_DEMO12_KIRAKIRA 0x29FB
#define NA_SE_EV_DEMO32_FIRE_SIPPAI 0x29FC
#define NA_SE_EV_KYOJIN_DOWN 0x29FD
#define NA_SE_EV_FACE_BREAKDOWN_OFF 0x29FE
#define NA_SE_EV_DEMO_MOON_IN 0x29FF
#define NA_SE_EV_1ST_MODORU_ME 0x2A00
#define NA_SE_EV_WATER_WALL_BIG_SILENT2 0x2A01
#define NA_SE_EV_MOONFALL_WIND1 0x2A02
#define NA_SE_EV_MOONFALL_WIND2 0x2A03
#define NA_SE_EV_MOONFALL_WIND3 0x2A04
#define NA_SE_EV_MOONFALL_WIND4 0x2A05
#define NA_SE_EV_TOKEITOU_EXPLO1 0x2A06
#define NA_SE_EV_TOKEITOU_EXPLO2 0x2A07
#define NA_SE_EV_MOONFALL_WIND5 0x2A08
#define NA_SE_EV_MOONFALL_WIND6 0x2A09
#define NA_SE_EV_MOONFALL_WIND7 0x2A0A
#define NA_SE_EV_GIANT_DOWN 0x2A0B
#define NA_SE_SC_DEMO_SPLASH1 0x2A0C
#define NA_SE_EV_TURI_SPLASH 0x2A0D
#define NA_SE_EV_DUMMY_525 0x2A0E
#define NA_SE_EV_WAVE_S_TURIBORI 0x2A0F
#define NA_SE_EN_LAST_DAMAGE_3DOFF 0x2A10
#define NA_SE_EV_DUMMY_529 0x2A11
// ------------ ENEMY ------------
@@ -1877,41 +1790,6 @@
#define NA_SE_EN_KITA_SNORE 0x3ADD
#define NA_SE_EN_IRONNACK_DASH 0x3ADE
#define NA_SE_EN_TUBOOCK_FLY 0x3ADF
#define NA_SE_EN_MIMICK_BREATH 0x3AE0
#define NA_SE_EN_FANTOM_DEAD 0x3AE1
#define NA_SE_EN_KAICHO_PIYORI 0x3AE2
#define NA_SE_EN_READED_WALK 0x3AE3
#define NA_SE_EN_LEADED_WHITE 0x3AE4
#define NA_SE_EN_MIBOSS_APPEAR_B_OLD 0x3AE5
#define NA_SE_EN_MIBOSS_KICK_OLD 0x3AE6
#define NA_SE_EN_MIBOSS_HEADDOWN_OLD 0x3AE7
#define NA_SE_EN_MIBOSS_LEGDOWN_OLD 0x3AE8
#define NA_SE_EN_MIBOSS_WEAKWAIT_OLD 0x3AE9
#define NA_SE_EN_MIBOSS_THRUST1_OLD 0x3AEA
#define NA_SE_EN_MIBOSS_JUMP3_OLD 0x3AEB
#define NA_SE_EN_MIBOSS_SWORD_ROLL_OLD 0x3AEC
#define NA_SE_EN_MIBOSS_DANCE_THRUST_OLD 0x3AED
#define NA_SE_EN_MIBOSS_DANCE_FIRE_OLD 0x3AEE
#define NA_SE_EN_B_PAMET_ROCK 0x3AEF
#define NA_SE_EN_DUMMY753 0x3AF0
#define NA_SE_EN_DUMMY_754 0x3AF1
#define NA_SE_EN_FANTOM_FLOAT 0x3AF2
#define NA_SE_EN_KONB_SUIKOMI 0x3AF3
#define NA_SE_EN_KONB_LANDING_OLD 0x3AF4
#define NA_SE_EN_KONB_SIBUKI_OLD 0x3AF5
#define NA_SE_EN_KONB_PIYORI_OLD 0x3AF6
#define NA_SE_EN_KOUME_UBAITORU 0x3AF7
#define NA_SE_EN_STALKIDS_PSYCHO2 0x3AF8
#define NA_SE_EN_RIZA_ATTACK3 0x3AF9
#define NA_SE_EN_YASE_LAUGH_K_HOLD 0x3AFA
#define NA_SE_EN_WIZ_DEAD_NEW 0x3AFB
#define NA_SE_EN_HIPLOOP_BURN 0x3AFC
#define NA_SE_EN_EYEGOLE_HATAKI 0x3AFD
#define NA_SE_EN_DEKNUTS_DANCE_FADE 0x3AFE
#define NA_SE_EN_NUTS_FURUERU 0x3AFF
#define NA_SE_EN_PO_APPEAR_IDO 0x3B00
#define NA_SE_EN_FOLLOWERS_TO_KABE 0x3B01
#define NA_SE_EN_MUJURA_LAST_UP 0x3B02
// ------------ SYSTEM ------------
@@ -2011,31 +1889,6 @@
#define NA_SE_SY_TIME_CONTROL_SLOW 0x485D
#define NA_SE_SY_TIME_CONTROL_NORMAL 0x485E
#define NA_SE_SY_SECOM_WARNING 0x485F
#define NA_SE_SY_WIN_CHANGE 0x4860
#define NA_SE_SY_TOUCH1 0x4861
#define NA_SE_SY_MENU_CHAT_MOVE 0x4862
#define NA_SE_SY_YUBI_MOVE 0x4863
#define NA_SE_SY_CHAT_ALLERT_IN 0x4864
#define NA_SE_SY_CHAT_ALLERT 0x4865
#define NA_SE_SY_CHAT_ALLERT_OUT 0x4866
#define NA_SE_SY_TOUCH2 0x4867
#define NA_SE_SY_TOUCH2_OUT 0x4868
#define NA_SE_SY_TOUCH3 0x4869
#define NA_SE_SY_TOUCH4 0x486A
#define NA_SE_SY_YUBI_CURSOL_KEY 0x486B
#define NA_SE_SY_EVENT_INFO 0x486C
#define NA_SE_SY_CLEAR1 0x486D
#define NA_SE_SY_ALARM_MOVE 0x486E
#define NA_SE_SY_QUEST_NEW 0x486F
#define NA_SE_SY_EVENT_FAIL 0x4870
#define NA_SE_SY_QUEST_CLEAR 0x4871
#define NA_SE_SY_CHAT_ALARM_OFF 0x4872
#define NA_SE_SY_CHAT_ALARM_INFO 0x4873
#define NA_SE_SY_ICON_MOVE 0x4874
#define NA_SE_SY_ICON_MOVE_SET 0x4875
#define NA_SE_SY_DIAMOND_SWITCH 0x4876
#define NA_SE_SY_PREDEMO_EVIL 0x4877
#define NA_SE_SY_PREDEMO_OMEN 0x4878
// ------------ OCARINA ------------
@@ -2055,10 +1908,6 @@
#define NA_SE_OC_13 0x580D
#define NA_SE_OC_14 0x580E
#define NA_SE_OC_15 0x580F
#define NA_SE_OC_HINT_MOVIE 0x5810
#define NA_SE_OC_HINT_MOVIE2_WHITE 0x5811
#define NA_SE_OC_HINT_MOVIE_ZOOMIN 0x5812
#define NA_SE_OC_HIBIKI_ISHI 0x5813
// ------------ VOICE ------------
@@ -2458,205 +2307,36 @@
#define NA_SE_VO_DEMO_388 0x6989
#define NA_SE_VO_DEMO_389 0x698A
#define NA_SE_VO_DEMO_390 0x698B
#define NA_SE_VO_DEMO_391 0x698C
#define NA_SE_VO_DEMO_392 0x698D
#define NA_SE_VO_DEMO_393 0x698E
#define NA_SE_VO_DEMO_394 0x698F
// ------------ UNKNOWN ------------
// ------------ Sfx Table ------------
// TODO: Extract via table after 100% decompilation
/*
#define NA_BGM_DEMO_SE_SEQ 0x7800
#define NA_BGM_DEMO_SE_SEQ_1 0x7801
#define NA_BGM_DEMO_SE_SEQ_2 0x7802
#define NA_BGM_DEMO_SE_SEQ_3 0x7803
#define NA_BGM_DEMO_SE_SEQ_4 0x7804
#define NA_BGM_DEMO_SE_SEQ_5 0x7805
#define NA_BGM_DEMO_SE_SEQ_6 0x7806
#define NA_BGM_DEMO_SE_SEQ_7 0x7807
#define NA_BGM_DEMO_SE_SEQ_8 0x7808
#define NA_BGM_DEMO_SE_SEQ_9 0x7809
#define NA_BGM_DEMO_SE_SEQ_A 0x780A
#define NA_BGM_DEMO_SE_SEQ_B 0x780B
#define NA_BGM_DEMO_SE_SEQ_C 0x780C
#define NA_BGM_DEMO_SE_SEQ_D 0x780D
#define NA_BGM_DEMO_SE_SEQ_E 0x780E
#define NA_BGM_DEMO_SE_SEQ_F 0x780F
#define NA_SE_EN_MIBOSS_FALL 0x7810
#define NA_SE_EN_MIBOSS_DAMAGE 0x7811
#define NA_SE_EN_MIBOSS_DASH 0x7812
#define NA_SE_EN_MIBOSS_DEAD 0x7813
#define NA_SE_EN_MIBOSS_GND1 0x7814
#define NA_SE_EN_MIBOSS_GND2 0x7815
#define NA_SE_EN_MIBOSS_UNARI 0x7816
#define NA_SE_EN_MIBOSS_RHYTHM 0x7817
#define NA_SE_EN_MIBOSS_SWORD 0x7818
#define NA_SE_EN_MIBOSS_JUMP1_NOTUSE 0x7819
#define NA_SE_EN_MIBOSS_JUMP2_NOTUSE 0x781A
#define NA_SE_EN_MIBOSS_VOICE1 0x781B
#define NA_SE_EN_MIBOSS_VOICE2 0x781C
#define NA_SE_EN_MIBOSS_VOICE3 0x781D
#define NA_SE_EN_MIBOSS_FAINT 0x781E
#define NA_SE_EN_MIBOSS_ROLLING 0x781F
#define NA_SE_EN_MIBOSS_FREEZE 0x7820
#define NA_SE_EN_MIBOSS_APPEAR_B 0x7821
#define NA_SE_EN_MIBOSS_KICK 0x7822
#define NA_SE_EN_MIBOSS_HEADDOWN 0x7823
#define NA_SE_EN_MIBOSS_LEGDOWN 0x7824
#define NA_SE_EN_MIBOSS_WEAKWAIT 0x7825
#define NA_SE_EN_MIBOSS_THRUST1 0x7826
#define NA_SE_EN_MIBOSS_JUMP3 0x7827
#define NA_SE_EN_MIBOSS_SWORD_ROLL 0x7828
#define NA_SE_EN_MIBOSS_DANCE_THRUST 0x7829
#define NA_SE_EN_MIBOSS_DANCE_FIRE 0x782A
#define NA_SE_EN_ICEB_FOOTSTEP 0x782B
#define NA_SE_EN_ICEB_CRY 0x782C
#define NA_SE_EN_ICEB_STEAM_LONG 0x782D
#define NA_SE_EN_ICEB_STEAMS_DEMO 0x782E
#define NA_SE_EN_ICEB_STEAM_DEMO_UP 0x782F
#define NA_SE_EN_ICEB_DEAD 0x7830
#define NA_SE_EN_ICEB_DAMAGE 0x7831
#define NA_SE_EN_ICEB_SLIDING 0x7832
#define NA_SE_EN_ICEB_BACK_ATTACK2 0x7833
#define NA_SE_EN_KONB_BITE 0x7834
#define NA_SE_EN_KONB_BOUND 0x7835
#define NA_SE_EN_KONB_BOUND2 0x7836
#define NA_SE_EN_KONB_DAMAGE 0x7837
#define NA_SE_EN_KONB_DEAD 0x7838
#define NA_SE_EN_KONB_DEAD2 0x7839
#define NA_SE_EN_KONB_DEAD_JUMP 0x783A
#define NA_SE_EN_KONB_DEAD_JUMP2 0x783B
#define NA_SE_EN_KONB_DEMO_MOVE 0x783C
#define NA_SE_EN_KONB_INIT 0x783D
#define NA_SE_EN_KONB_JUMP 0x783E
#define NA_SE_EN_KONB_JUMP_LEV 0x783F
#define NA_SE_EN_KONB_LANDING 0x7840
#define NA_SE_EN_KONB_MINI_APPEAR_NOTUSE 0x7841
#define NA_SE_EN_KONB_PIYORI 0x7842
#define NA_SE_EN_KONB_PREATTACK 0x7843
#define NA_SE_EN_KONB_SIBUKI 0x7844
#define NA_SE_EN_KONB_SINK 0x7845
#define NA_SE_EN_KONB_WAIT 0x7846
#define NA_SE_EN_KONB_DODAI_FALL 0x7847
#define NA_SE_EN_KONB_SUIKOMU 0x7848
#define NA_SE_EN_KONB_TABERU 0x7849
#define NA_SE_EN_KONB_TOBIDASU 0x784A
#define NA_SE_EN_KONB_TOSSIN1_KAMAE 0x784B
#define NA_SE_EN_KONB_TOSSIN1_DASH 0x784C
#define NA_SE_EN_KONB_TOSSIN1_TYAKUSUI 0x784D
#define NA_SE_EN_KONB_BOMB1_INSIDE 0x784E
#define NA_SE_EN_KONB_BOMB1_OUTSIDE 0x784F
#define NA_SE_EN_KONB_MEDAMA_APPEAR 0x7850
#define NA_SE_EN_KONB_BOMB_CHAIN 0x7851
#define NA_SE_EN_KONB_CHIAN_SLASH 0x7852
#define NA_SE_EN_KONB_INFO_SAKEBI 0x7853
#define NA_SE_EN_KONB_INFO_SAKEBI_LONG 0x7854
#define NA_SE_EN_KONB_DODAI_ATTACK1 0x7855
#define NA_SE_EN_KONB_DODAI_ATTACK2 0x7856
#define NA_SE_EN_KONB_TAORE 0x7857
#define NA_SE_EN_INBOSS_SAND 0x7858
#define NA_SE_EN_INBOSS_ROAR 0x7859
#define NA_SE_EN_INBOSS_DAMAGE 0x785A
#define NA_SE_EN_INBOSS_DEAD_PRE2 0x785B
#define NA_SE_EN_INBOSS_DEAD 0x785C
#define NA_SE_EN_INBOSS_DOWN_PRE 0x785D
#define NA_SE_EN_INBOSS_BRESS_PRE 0x785E
#define NA_SE_EN_INBOSS_SANRAN 0x785F
#define NA_SE_EN_INBOSS_CHIBI_WALK 0x7860
#define NA_SE_EN_INBOSS_CHIBI_DAMAGE 0x7861
#define NA_SE_EN_INBOSS_CHIBI_DEAD 0x7862
#define NA_SE_EN_INBOSS_CHIBI_RUN 0x7863
#define NA_SE_EN_INBOSS_JIMEN_MORI 0x7864
#define NA_SE_EN_INBOSS_JIMEN_DERU 0x7865
#define NA_SE_EN_INBOSS_UNDER_MOVE 0x7866
#define NA_SE_EN_INBOSS_BREATH 0x7867
#define NA_SE_EN_INBOSS_DAMAGE_MOVE 0x7868
#define NA_SE_EN_INBOSS_MEDAMA_DERU 0x7869
#define NA_SE_EN_INBOSS_FIREBALL_FLY 0x786A
#define NA_SE_EN_INBOSS_SANRAN_SHORT 0x786B
#define NA_SE_EN_INBOSS_DOWN 0x786C
#define NA_SE_EN_INBOSS_DEAD_RED 0x786D
#define NA_SE_EN_INBOSS_TAME 0x786E
#define NA_SE_EN_LAST1_ATTACK 0x786F
#define NA_SE_EN_LAST1_ATTACK_2ND 0x7870
#define NA_SE_EN_LAST1_BEAM 0x7871
#define NA_SE_EN_LAST1_BEAM2 0x7872
#define NA_SE_EN_LAST1_BLOW 0x7873
#define NA_SE_EN_LAST1_DAMAGE1 0x7874
#define NA_SE_EN_LAST1_DAMAGE2 0x7875
#define NA_SE_EN_LAST1_DEAD 0x7876
#define NA_SE_EN_LAST1_DEMO_BREAK_NOUSE 0x7877
#define NA_SE_EN_LAST1_DEMO_WALL_NOUSE 0x7878
#define NA_SE_EN_LAST1_FALL 0x7879
#define NA_SE_EN_LAST1_FLOAT 0x787A
#define NA_SE_EN_LAST1_GROW_HEAD_NOTUSE 0x787B
#define NA_SE_EN_LAST1_ROLLING 0x787C
#define NA_SE_EN_LAST1_TRANSFORM_NOTUSE 0x787D
#define NA_SE_EN_LAST2_BALLET 0x787E
#define NA_SE_EN_LAST2_BIRD 0x787F
#define NA_SE_EN_LAST2_BIRD2 0x7880
#define NA_SE_EN_LAST2_DAMAGE 0x7881
#define NA_SE_EN_LAST2_DAMAGE2 0x7882
#define NA_SE_EN_LAST2_DEAD 0x7883
#define NA_SE_EN_LAST2_FIRE 0x7884
#define NA_SE_EN_LAST2_GROW_HEAD 0x7885
#define NA_SE_EN_LAST2_VOICE_UAUOO2 0x7886
#define NA_SE_EN_LAST2_GYM_B 0x7887
#define NA_SE_EN_LAST2_HEARTBEAT 0x7888
#define NA_SE_EN_LAST2_JUMP 0x7889
#define NA_SE_EN_LAST2_VOICE_UAUOO1 0x788A
#define NA_SE_EN_LAST2_MOONWALK 0x788B
#define NA_SE_EN_LAST2_PUMP_UP 0x788C
#define NA_SE_EN_LAST2_SHOUT_NOTUSE 0x788D
#define NA_SE_EN_LAST2_VOICE_SURPRISED 0x788E
#define NA_SE_EN_LAST2_UAUOO 0x788F
#define NA_SE_EN_LAST2_WAIT 0x7890
#define NA_SE_EN_LAST2_WALK 0x7891
#define NA_SE_EN_LAST2_WALK2 0x7892
#define NA_SE_EN_LAST3_COIL_ATTACK 0x7893
#define NA_SE_EN_LAST3_VOICE_DAMAGE 0x7894
#define NA_SE_EN_LAST3_VOICE_DAMAGE2 0x7895
#define NA_SE_EN_LAST3_VOICE_DEAD 0x7896
#define NA_SE_EN_LAST3_DEAD_DEAD1 0x7897
#define NA_SE_EN_LAST3_DEAD_DEAD2 0x7898
#define NA_SE_EN_LAST3_DEAD_FLOAT_NOTUSE 0x7899
#define NA_SE_EN_LAST3_DEAD_LIGHTS 0x789A
#define NA_SE_EN_LAST3_DEAD_ROD_NOTUSE 0x789B
#define NA_SE_EN_LAST3_DEAD_WIND1 0x789C
#define NA_SE_EN_LAST3_DEAD_WIND2 0x789D
#define NA_SE_EN_LAST3_DEAD_WIND3 0x789E
#define NA_SE_EN_LAST3_GET_LINK 0x789F
#define NA_SE_EN_LAST3_VOICE_KICK 0x78A0
#define NA_SE_EN_LAST3_KOMA 0x78A1
#define NA_SE_EN_LAST3_ROD_DANCE 0x78A2
#define NA_SE_EN_LAST3_ROD_MID 0x78A3
#define NA_SE_EN_LAST3_ROD_FLOOR 0x78A4
#define NA_SE_EN_LAST3_ROD_HOP 0x78A5
#define NA_SE_EN_LAST3_ROD_HOP2 0x78A6
#define NA_SE_EN_LAST3_ROD_WIND 0x78A7
#define NA_SE_EN_LAST3_VOICE_KOMA 0x78A8
#define NA_SE_EN_LAST3_VOICE_ROD 0x78A9
#define NA_SE_EN_LAST3_VOICE_THROW 0x78AA
#define NA_SE_EN_LAST3_VOICE_LAUGH 0x78AB
#define NA_SE_EN_LAST1_SIZZLE 0x78AC
#define NA_SE_EN_LAST1_LAND2 0x78AD
#define NA_SE_EN_LAST3_WHIP1 0x78AE
#define NA_SE_EV_LAVA_HIT 0x78AF
#define NA_SE_EV_LAVA_WHOOSH 0x78B0
#define Wind_seq1 0x78B1
#define Bird_seqs 0x78B2
#define Rain_seq0 0x78B3
#define Thun_seq0 0x78B4
#define NA_BGM_OCA_EPONA_SEQ 0x78B5
#define NA_BGM_OCA_TIME_SEQ 0x78B6
#define NA_BGM_OCA_STORM_SEQ 0x78B7
#define NA_BGM_OCA_BIGWING_SEQ 0x78B8
#define NA_BGM_OCA_TIME_SPEED_SEQ 0x78B9
#define NA_BGM_OCA_TIME_JUMP_SEQ 0x78BA
#define NA_BGM_OCA_AWAKING_SEQ 0x78BB
#define NA_BGM_OCA_CURE_SEQ 0x78BC
#define NA_BGM_OCA_LULLABY_HALF_SEQ 0x78BD
#define NA_BGM_OCA_LULLABY_SEQ 0x78BE
#define NA_BGM_OCA_PLEDGE_SEQ 0x78BF
#define NA_BGM_OCA_TIDE_SEQ 0x78C0
#define NA_BGM_OCA_SHELL_SEQ 0x78C1
#define NA_BGM_GERO_SEQ 0x78C2
#define DEFINE_SFX(enum, _1, _2, _3, _4, _5) enum,
typedef enum {
NA_SE_PL_BASE = 0x7FF,
#include "tables/sfx/playerbank_table.h"
NA_SE_IT_BASE = 0x17FF,
#include "tables/sfx/itembank_table.h"
NA_SE_EV_BASE = 0x27FF,
#include "tables/sfx/environmentbank_table.h"
NA_SE_EN_BASE = 0x37FF,
#include "tables/sfx/enemybank_table.h"
NA_SE_SY_BASE = 0x47FF,
#include "tables/sfx/systembank_table.h"
NA_SE_OC_BASE = 0x57FF,
#include "tables/sfx/ocarinabank_table.h"
NA_SE_VO_BASE = 0x67FF,
#include "tables/sfx/voicebank_table.h"
NA_SE_MAX
} SfxId;
#undef DEFINE_SFX
*/
#endif
+749
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@@ -0,0 +1,749 @@
/**
* Sfx Enemy Bank
*
* DEFINE_SFX should be used for all sfx define in the enemy bank from sequence 0
* - Argument 0: Enum value for this sfx
* - Argument 1: Importance for deciding which sfx to prioritize. Higher values have greater importance
* - Argument 2: Slows the decay of volume with distance (a 3-bit number ranging from 0-7)
* - Argument 3: Applies increasingly random offsets to frequency (a 2-bit number ranging from 0-3)
* - Argument 4: Various flags to add properties to the sfx
* - 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, 1, 0, 0, 0)
/* 0x3801 */ DEFINE_SFX(NA_SE_EN_DODO_J_CRY, 0x30, 1, 0, 0, 0)
/* 0x3802 */ DEFINE_SFX(NA_SE_EN_DODO_J_FIRE, 0x30, 1, 0, 0, 0)
/* 0x3803 */ DEFINE_SFX(NA_SE_EN_DODO_J_DAMAGE, 0x38, 1, 0, 0, 0)
/* 0x3804 */ DEFINE_SFX(NA_SE_EN_DODO_J_DEAD, 0x40, 1, 0, 0, 0)
/* 0x3805 */ DEFINE_SFX(NA_SE_EN_BAKUO_ROLL, 0x30, 3, 0, 0, 0)
/* 0x3806 */ DEFINE_SFX(NA_SE_EN_MIZUBABA2_VOICE, 0x36, 0, 0, 0, 0)
/* 0x3807 */ DEFINE_SFX(NA_SE_EN_MIZUBABA2_DAMAGE, 0x38, 0, 0, 0, 0)
/* 0x3808 */ DEFINE_SFX(NA_SE_EN_MIBOSS_FALL_OLD_OLD, 0x40, 3, 0, 0, 0)
/* 0x3809 */ DEFINE_SFX(NA_SE_EN_MIBOSS_DAMAGE_OLD, 0x58, 3, 0, 0, 0)
/* 0x380A */ DEFINE_SFX(NA_SE_EN_MIBOSS_DASH_OLD, 0x40, 3, 0, 0, 0)
/* 0x380B */ DEFINE_SFX(NA_SE_EN_MIBOSS_DEAD_OLD, 0x68, 3, 0, 0, SFX_FLAG_12)
/* 0x380C */ DEFINE_SFX(NA_SE_EN_MIBOSS_GND1_OLD, 0x40, 3, 0, 0, 0)
/* 0x380D */ DEFINE_SFX(NA_SE_EN_GOMA_DOWN, 0x30, 3, 0, 0, 0)
/* 0x380E */ DEFINE_SFX(NA_SE_EN_MIBOSS_GND2_OLD, 0x40, 3, 0, 0, 0)
/* 0x380F */ DEFINE_SFX(NA_SE_EN_MIBOSS_UNARI_OLD, 0x40, 3, 0, 0, 0)
/* 0x3810 */ DEFINE_SFX(NA_SE_EN_MIBOSS_RHYTHM_OLD, 0x54, 3, 0, 0, SFX_FLAG_3)
/* 0x3811 */ DEFINE_SFX(NA_SE_EN_MIBOSS_SWORD_OLD, 0x54, 3, 0, 0, 0)
/* 0x3812 */ DEFINE_SFX(NA_SE_EN_ANSATSUSYA_ENTRY, 0x30, 3, 0, 0, 0)
/* 0x3813 */ DEFINE_SFX(NA_SE_EN_MIBOSS_JUMP1, 0x40, 3, 0, 0, 0)
/* 0x3814 */ DEFINE_SFX(NA_SE_EN_MIBOSS_JUMP2, 0x40, 3, 0, 0, 0)
/* 0x3815 */ DEFINE_SFX(NA_SE_EN_MIBOSS_VOICE1_OLD, 0x54, 3, 0, 0, 0)
/* 0x3816 */ DEFINE_SFX(NA_SE_EN_MIBOSS_VOICE2_OLD, 0x54, 3, 0, 0, 0)
/* 0x3817 */ DEFINE_SFX(NA_SE_EN_MIBOSS_VOICE3_OLD, 0x54, 3, 0, 0, 0)
/* 0x3818 */ DEFINE_SFX(NA_SE_EN_INBOSS_SAND_OLD, 0x30, 3, 0, 0, SFX_FLAG_13)
/* 0x3819 */ DEFINE_SFX(NA_SE_EN_INBOSS_ROAR_OLD, 0x50, 3, 0, 0, 0)
/* 0x381A */ DEFINE_SFX(NA_SE_EN_INBOSS_DAMAGE_OLD, 0x58, 3, 0, 0, 0)
/* 0x381B */ DEFINE_SFX(NA_SE_EN_COMMON_WEAKENED, 0x38, 3, 0, 0, 0)
/* 0x381C */ DEFINE_SFX(NA_SE_EN_MIBOSS_FAINT_OLD, 0x50, 3, 0, 0, 0)
/* 0x381D */ DEFINE_SFX(NA_SE_EN_MIBOSS_ROLLING_OLD, 0x30, 3, 0, 0, 0)
/* 0x381E */ DEFINE_SFX(NA_SE_EN_MIZUBABA1_DAMAGE, 0x38, 0, 0, 0, 0)
/* 0x381F */ DEFINE_SFX(NA_SE_EN_MIZUBABA_DEAD, 0x48, 0, 0, 0, 0)
/* 0x3820 */ DEFINE_SFX(NA_SE_EN_DODO_M_CRY, 0x30, 0, 0, 0, 0)
/* 0x3821 */ DEFINE_SFX(NA_SE_EN_DODO_M_DEAD, 0x40, 1, 0, 0, 0)
/* 0x3822 */ DEFINE_SFX(NA_SE_EN_DODO_M_MOVE, 0x18, 0, 0, 0, 0)
/* 0x3823 */ DEFINE_SFX(NA_SE_EN_DODO_M_DOWN, 0x14, 0, 0, 0, 0)
/* 0x3824 */ DEFINE_SFX(NA_SE_EN_DODO_M_UP, 0x14, 0, 0, 0, 0)
/* 0x3825 */ DEFINE_SFX(NA_SE_EN_MIZUBABA_TRANSFORM, 0x30, 0, 0, 0, 0)
/* 0x3826 */ DEFINE_SFX(NA_SE_EN_DODO_M_EAT, 0x30, 0, 0, 0, 0)
/* 0x3827 */ DEFINE_SFX(NA_SE_EN_MIZUBABA2_WALK, 0x28, 0, 0, 0, SFX_FLAG_14)
/* 0x3828 */ DEFINE_SFX(NA_SE_EN_BOMCHU_WALK, 0x28, 0, 0, 0, 0)
/* 0x3829 */ DEFINE_SFX(NA_SE_EN_RIZA_CRY, 0x30, 2, 0, 0, 0)
/* 0x382A */ DEFINE_SFX(NA_SE_EN_RIZA_ATTACK, 0x32, 2, 0, 0, 0)
/* 0x382B */ DEFINE_SFX(NA_SE_EN_RIZA_DAMAGE, 0x38, 1, 0, 0, 0)
/* 0x382C */ DEFINE_SFX(NA_SE_EN_RIZA_WARAU, 0x20, 0, 0, 0, 0)
/* 0x382D */ DEFINE_SFX(NA_SE_EN_RIZA_DEAD, 0x40, 1, 0, 0, 0)
/* 0x382E */ DEFINE_SFX(NA_SE_EN_RIZA_WALK, 0x18, 0, 0, 0, 0)
/* 0x382F */ DEFINE_SFX(NA_SE_EN_RIZA_JUMP, 0x28, 0, 0, 0, 0)
/* 0x3830 */ DEFINE_SFX(NA_SE_EN_STALKID_WALK, 0x18, 0, 1, 0, 0)
/* 0x3831 */ DEFINE_SFX(NA_SE_EN_STALKID_ATTACK, 0x30, 0, 0, 0, 0)
/* 0x3832 */ DEFINE_SFX(NA_SE_EN_STALKID_DAMAGE, 0x38, 1, 0, 0, 0)
/* 0x3833 */ DEFINE_SFX(NA_SE_EN_STALKID_DEAD, 0x40, 1, 0, 0, 0)
/* 0x3834 */ DEFINE_SFX(NA_SE_EN_FLOORMASTER_SLIDING, 0x14, 0, 0, 0, 0)
/* 0x3835 */ DEFINE_SFX(NA_SE_EN_TEKU_WALK_WATER, 0x18, 0, 2, 0, 0)
/* 0x3836 */ DEFINE_SFX(NA_SE_EN_LIGHT_ARROW_HIT, 0x38, 2, 0, 0, 0)
/* 0x3837 */ DEFINE_SFX(NA_SE_EN_MIZUBABA2_ATTACK, 0x34, 0, 0, 0, 0)
/* 0x3838 */ DEFINE_SFX(NA_SE_EN_STAL_WARAU, 0x28, 1, 0, 0, 0)
/* 0x3839 */ DEFINE_SFX(NA_SE_EN_STAL_SAKEBI, 0x30, 0, 0, 0, 0)
/* 0x383A */ DEFINE_SFX(NA_SE_EN_STAL_DAMAGE, 0x38, 1, 0, 0, 0)
/* 0x383B */ DEFINE_SFX(NA_SE_EN_STAL_DEAD, 0x40, 1, 0, 0, 0)
/* 0x383C */ DEFINE_SFX(NA_SE_EN_WOLFOS_APPEAR, 0x30, 0, 0, 0, 0)
/* 0x383D */ DEFINE_SFX(NA_SE_EN_STAL_WALK, 0x18, 0, 0, 0, 0)
/* 0x383E */ DEFINE_SFX(NA_SE_EN_WOLFOS_CRY, 0x20, 0, 0, 0, 0)
/* 0x383F */ DEFINE_SFX(NA_SE_EN_WOLFOS_ATTACK, 0x30, 0, 0, 0, 0)
/* 0x3840 */ DEFINE_SFX(NA_SE_EN_FFLY_ATTACK, 0x32, 0, 0, 0, 0)
/* 0x3841 */ DEFINE_SFX(NA_SE_EN_FFLY_FLY, 0x20, 1, 0, 0, 0)
/* 0x3842 */ DEFINE_SFX(NA_SE_EN_FFLY_DEAD, 0x37, 1, 0, 0, 0)
/* 0x3843 */ DEFINE_SFX(NA_SE_EN_WOLFOS_DAMAGE, 0x38, 1, 0, 0, 0)
/* 0x3844 */ DEFINE_SFX(NA_SE_EN_AMOS_WALK, 0x30, 0, 0, 0, 0)
/* 0x3845 */ DEFINE_SFX(NA_SE_EN_AMOS_WAVE, 0x30, 0, 0, 0, 0)
/* 0x3846 */ DEFINE_SFX(NA_SE_EN_EYEGOLE_DEAD, 0x40, 2, 0, 0, 0)
/* 0x3847 */ DEFINE_SFX(NA_SE_EN_EYEGOLE_DAMAGE, 0x38, 2, 0, 0, 0)
/* 0x3848 */ DEFINE_SFX(NA_SE_EN_AMOS_VOICE, 0x20, 0, 0, 0, 0)
/* 0x3849 */ DEFINE_SFX(NA_SE_EN_KUSAMUSHI_VIBE, 0x18, 0, 0, 0, 0)
/* 0x384A */ DEFINE_SFX(NA_SE_EN_BEE_FLY, 0x40, 7, 0, 0, SFX_FLAG_14)
/* 0x384B */ DEFINE_SFX(NA_SE_EN_WOLFOS_DEAD, 0x40, 1, 0, 0, 0)
/* 0x384C */ DEFINE_SFX(NA_SE_EN_COMMON_E_BALL, 0x30, 3, 0, 0, 0)
/* 0x384D */ DEFINE_SFX(NA_SE_EN_COMMON_THUNDER_THR, 0x30, 3, 0, 0, 0)
/* 0x384E */ DEFINE_SFX(NA_SE_EN_COMMON_E_BALL_HIT, 0x30, 3, 0, 0, 0)
/* 0x384F */ DEFINE_SFX(NA_SE_EN_COMMON_ELEC_ARK, 0x30, 3, 0, 0, 0)
/* 0x3850 */ DEFINE_SFX(NA_SE_EN_SUISEN_EAT, 0x30, 0, 0, 0, 0)
/* 0x3851 */ DEFINE_SFX(NA_SE_EN_SUISEN_DEAD, 0x40, 0, 0, 0, 0)
/* 0x3852 */ DEFINE_SFX(NA_SE_EN_COMMON_E_BALL_THR, 0x30, 3, 0, 0, 0)
/* 0x3853 */ DEFINE_SFX(NA_SE_EN_UTSUBO_APPEAR, 0x30, 3, 0, 0, 0)
/* 0x3854 */ DEFINE_SFX(NA_SE_EN_BOMCHU_VOICE, 0x34, 0, 0, 0, 0)
/* 0x3855 */ DEFINE_SFX(NA_SE_EN_BOMCHU_AIM, 0x34, 0, 0, 0, 0)
/* 0x3856 */ DEFINE_SFX(NA_SE_EN_BOMCHU_RUN, 0x36, 0, 0, 0, 0)
/* 0x3857 */ DEFINE_SFX(NA_SE_EN_UTSUBO_BACK, 0x30, 3, 0, 0, 0)
/* 0x3858 */ DEFINE_SFX(NA_SE_EN_DODO_J_BREATH, 0x28, 0, 0, 0, 0)
/* 0x3859 */ DEFINE_SFX(NA_SE_EN_DODO_J_TAIL, 0x30, 0, 0, 0, 0)
/* 0x385A */ DEFINE_SFX(NA_SE_EN_WOLFOS_WALK, 0x18, 0, 0, 0, 0)
/* 0x385B */ DEFINE_SFX(NA_SE_EN_DODO_J_EAT, 0x30, 0, 0, 0, 0)
/* 0x385C */ DEFINE_SFX(NA_SE_EN_DEKU_MOUTH, 0x28, 0, 3, 0, 0)
/* 0x385D */ DEFINE_SFX(NA_SE_EN_DEKU_ATTACK, 0x30, 0, 1, 0, 0)
/* 0x385E */ DEFINE_SFX(NA_SE_EN_DEKU_DAMAGE, 0x38, 1, 1, 0, 0)
/* 0x385F */ DEFINE_SFX(NA_SE_EN_DEKU_DEAD, 0x40, 1, 1, 0, 0)
/* 0x3860 */ DEFINE_SFX(NA_SE_EN_MIZUBABA1_MOUTH, 0x30, 0, 0, 0, 0)
/* 0x3861 */ DEFINE_SFX(NA_SE_EN_MIZUBABA1_ATTACK, 0x36, 0, 0, 0, 0)
/* 0x3862 */ DEFINE_SFX(NA_SE_EN_DEKU_JR_DEAD, 0x40, 1, 0, 0, 0)
/* 0x3863 */ DEFINE_SFX(NA_SE_EN_DEKU_SCRAPE, 0x14, 0, 0, 0, 0)
/* 0x3864 */ DEFINE_SFX(NA_SE_EN_TAIL_FLY, 0x30, 0, 0, 0, 0)
/* 0x3865 */ DEFINE_SFX(NA_SE_EN_TAIL_CRY, 0x20, 0, 0, 0, 0)
/* 0x3866 */ DEFINE_SFX(NA_SE_EN_TAIL_DEAD, 0x40, 1, 0, 0, 0)
/* 0x3867 */ DEFINE_SFX(NA_SE_EN_GOLON_STAND_IMT, 0x30, 3, 0, 0, 0)
/* 0x3868 */ DEFINE_SFX(NA_SE_EN_STALTU_DOWN, 0x30, 4, 0, 0, 0)
/* 0x3869 */ DEFINE_SFX(NA_SE_EN_STALTU_UP, 0x30, 4, 0, 0, 0)
/* 0x386A */ DEFINE_SFX(NA_SE_EN_STALTU_LAUGH, 0x20, 4, 0, 0, 0)
/* 0x386B */ DEFINE_SFX(NA_SE_EN_STALTU_DAMAGE, 0x38, 4, 0, 0, 0)
/* 0x386C */ DEFINE_SFX(NA_SE_EN_TEKU_JUMP, 0x20, 3, 0, 0, 0)
/* 0x386D */ DEFINE_SFX(NA_SE_EN_TEKU_DAMAGE, 0x38, 1, 0, 0, 0)
/* 0x386E */ DEFINE_SFX(NA_SE_EN_TEKU_DEAD, 0x40, 1, 0, 0, 0)
/* 0x386F */ DEFINE_SFX(NA_SE_EN_TEKU_WALK, 0x14, 0, 0, 0, 0)
/* 0x3870 */ DEFINE_SFX(NA_SE_EN_PO_KANTERA, 0x30, 3, 0, 0, 0)
/* 0x3871 */ DEFINE_SFX(NA_SE_EN_PO_FLY, 0x20, 1, 0, 0, 0)
/* 0x3872 */ DEFINE_SFX(NA_SE_EN_PO_AWAY, 0x20, 1, 0, 0, 0)
/* 0x3873 */ DEFINE_SFX(NA_SE_EN_STALKIDS_APPEAR, 0x30, 2, 0, 0, 0)
/* 0x3874 */ DEFINE_SFX(NA_SE_EN_PO_DISAPPEAR, 0x35, 2, 0, 0, 0)
/* 0x3875 */ DEFINE_SFX(NA_SE_EN_PO_DAMAGE, 0x38, 2, 0, 0, 0)
/* 0x3876 */ DEFINE_SFX(NA_SE_EN_PO_DEAD, 0x48, 2, 0, 0, 0)
/* 0x3877 */ DEFINE_SFX(NA_SE_EN_WIZ_DISAPPEAR, 0x40, 2, 0, 0, 0)
/* 0x3878 */ DEFINE_SFX(NA_SE_EN_EXTINCT, 0x45, 1, 2, 0, 0)
/* 0x3879 */ DEFINE_SFX(NA_SE_EN_GOLON_LAND_BIG, 0x34, 0, 0, 0, 0)
/* 0x387A */ DEFINE_SFX(NA_SE_EN_GERUDOFT_DOWN, 0x40, 0, 0, 0, 0)
/* 0x387B */ DEFINE_SFX(NA_SE_EN_EYEGOLE_ATTACK, 0x20, 2, 0, 0, 0)
/* 0x387C */ DEFINE_SFX(NA_SE_EN_NUTS_UP, 0x28, 0, 0, 0, 0)
/* 0x387D */ DEFINE_SFX(NA_SE_EN_NUTS_DOWN, 0x28, 0, 0, 0, 0)
/* 0x387E */ DEFINE_SFX(NA_SE_EN_NUTS_THROW, 0x30, 0, 0, 0, 0)
/* 0x387F */ DEFINE_SFX(NA_SE_EN_NUTS_WALK, 0x20, 4, 2, 0, 0)
/* 0x3880 */ DEFINE_SFX(NA_SE_EN_NUTS_DAMAGE, 0x38, 1, 0, 0, 0)
/* 0x3881 */ DEFINE_SFX(NA_SE_EN_NUTS_DEAD, 0x40, 1, 0, 0, 0)
/* 0x3882 */ DEFINE_SFX(NA_SE_EN_NUT_FAINT, 0x20, 0, 0, 0, 0)
/* 0x3883 */ DEFINE_SFX(NA_SE_EN_PO_BIG_GET, 0x30, 3, 0, 0, 0)
/* 0x3884 */ DEFINE_SFX(NA_SE_EN_STALTU_ROLL, 0x30, 4, 0, 0, 0)
/* 0x3885 */ DEFINE_SFX(NA_SE_EN_STALTU_DEAD, 0x40, 4, 0, 0, 0)
/* 0x3886 */ DEFINE_SFX(NA_SE_EN_PO_SISTER_DEAD, 0x40, 3, 0, 0, 0)
/* 0x3887 */ DEFINE_SFX(NA_SE_EN_BARI_SPLIT, 0x40, 1, 0, 0, 0)
/* 0x3888 */ DEFINE_SFX(NA_SE_EN_LAST1_GROW_HEAD, 0x28, 1, 0, 0, 0)
/* 0x3889 */ DEFINE_SFX(NA_SE_EN_NUTS_VOICE, 0x30, 3, 0, 0, 0)
/* 0x388A */ DEFINE_SFX(NA_SE_EN_TEKU_LAND_WATER, 0x20, 0, 0, 0, 0)
/* 0x388B */ DEFINE_SFX(NA_SE_EN_LAST_DAMAGE, 0x38, 1, 0, 0, 0)
/* 0x388C */ DEFINE_SFX(NA_SE_EN_STALWALL_ROLL, 0x30, 4, 0, 0, 0)
/* 0x388D */ DEFINE_SFX(NA_SE_EN_STALWALL_DASH, 0x30, 0, 0, 0, 0)
/* 0x388E */ DEFINE_SFX(NA_SE_EN_TEKU_JUMP_WATER, 0x20, 0, 0, 0, 0)
/* 0x388F */ DEFINE_SFX(NA_SE_EN_TEKU_LAND_WATER2, 0x20, 0, 0, 0, 0)
/* 0x3890 */ DEFINE_SFX(NA_SE_EN_FALL_AIM, 0x38, 0, 0, 0, SFX_FLAG_13)
/* 0x3891 */ DEFINE_SFX(NA_SE_EN_FALL_UP, 0x30, 3, 0, 0, 0)
/* 0x3892 */ DEFINE_SFX(NA_SE_EN_FALL_CATCH, 0x30, 0, 0, 0, SFX_FLAG_13)
/* 0x3893 */ DEFINE_SFX(NA_SE_EN_FALL_LAND, 0x30, 0, 0, 0, 0)
/* 0x3894 */ DEFINE_SFX(NA_SE_EN_FALL_WALK, 0x14, 0, 0, 0, 0)
/* 0x3895 */ DEFINE_SFX(NA_SE_EN_FALL_DAMAGE, 0x38, 1, 0, 0, 0)
/* 0x3896 */ DEFINE_SFX(NA_SE_EN_DAIOCTA_REVERSE, 0x40, 1, 0, 0, 0)
/* 0x3897 */ DEFINE_SFX(NA_SE_EN_KAICHO_FLUTTER, 0x14, 0, 0, 0, 0)
/* 0x3898 */ DEFINE_SFX(NA_SE_EN_BIRI_FLY, 0x20, 0, 0, 0, 0)
/* 0x3899 */ DEFINE_SFX(NA_SE_EN_BIRI_JUMP, 0x20, 0, 0, 0, 0)
/* 0x389A */ DEFINE_SFX(NA_SE_EN_BIRI_SPARK, 0x30, 0, 0, 0, 0)
/* 0x389B */ DEFINE_SFX(NA_SE_EN_BIRI_DEAD, 0x40, 1, 0, 0, 0)
/* 0x389C */ DEFINE_SFX(NA_SE_EN_COMMON_WATER_DEEP, 0x30, 0, 2, 0, 0)
/* 0x389D */ DEFINE_SFX(NA_SE_EN_BARI_ROLL, 0x30, 0, 0, 0, 0)
/* 0x389E */ DEFINE_SFX(NA_SE_EN_COMMON_FREEZE, 0x37, 1, 0, 0, 0)
/* 0x389F */ DEFINE_SFX(NA_SE_EN_BARI_DEAD, 0x40, 1, 0, 0, 0)
/* 0x38A0 */ DEFINE_SFX(NA_SE_EN_BATTA_FLY, 0x28, 5, 0, 0, 0)
/* 0x38A1 */ DEFINE_SFX(NA_SE_EN_BATTA_ATTACK, 0x36, 5, 0, 0, 0)
/* 0x38A2 */ DEFINE_SFX(NA_SE_EN_BATTA_DAMAGE, 0x38, 5, 0, 0, 0)
/* 0x38A3 */ DEFINE_SFX(NA_SE_EN_BATTA_DEAD, 0x48, 5, 0, 0, 0)
/* 0x38A4 */ DEFINE_SFX(NA_SE_EN_WIZ_UNARI, 0x30, 3, 0, 0, 0)
/* 0x38A5 */ DEFINE_SFX(NA_SE_EN_WIZ_RUN, 0x28, 2, 0, 0, 0)
/* 0x38A6 */ DEFINE_SFX(NA_SE_EN_WIZ_VOICE, 0x30, 3, 0, 0, 0)
/* 0x38A7 */ DEFINE_SFX(NA_SE_EN_WIZ_LAUGH, 0x30, 3, 0, 0, 0)
/* 0x38A8 */ DEFINE_SFX(NA_SE_EN_WIZ_ATTACK, 0x34, 3, 0, 0, 0)
/* 0x38A9 */ DEFINE_SFX(NA_SE_EN_WIZ_DAMAGE, 0x38, 3, 0, 0, 0)
/* 0x38AA */ DEFINE_SFX(NA_SE_EN_WIZ_DEAD, 0x40, 3, 0, 0, 0)
/* 0x38AB */ DEFINE_SFX(NA_SE_EN_WIZ_EXP, 0x30, 3, 0, 0, 0)
/* 0x38AC */ DEFINE_SFX(NA_SE_EN_DAIOCTA_DEAD, 0x30, 0, 0, 0, SFX_FLAG_13)
/* 0x38AD */ DEFINE_SFX(NA_SE_EN_DAIOCTA_DEAD2, 0x30, 3, 0, 0, 0)
/* 0x38AE */ DEFINE_SFX(NA_SE_EN_FANTOM_DAMAGE, 0x38, 3, 0, 0, 0)
/* 0x38AF */ DEFINE_SFX(NA_SE_EN_DAIOCTA_DAMAGE, 0x40, 3, 0, 0, 0)
/* 0x38B0 */ DEFINE_SFX(NA_SE_EN_WIZ_LAUGH2, 0x30, 3, 0, 0, 0)
/* 0x38B1 */ DEFINE_SFX(NA_SE_EN_GOLON_SIT_IMT, 0x30, 3, 0, 0, 0)
/* 0x38B2 */ DEFINE_SFX(NA_SE_EN_FANTOM_VOICE, 0x30, 3, 0, 0, SFX_FLAG_10)
/* 0x38B3 */ DEFINE_SFX(NA_SE_EN_KAICHO_DAMAGE, 0x38, 1, 0, 0, 0)
/* 0x38B4 */ DEFINE_SFX(NA_SE_EN_GOLON_COLD, 0x30, 3, 1, 0, 0)
/* 0x38B5 */ DEFINE_SFX(NA_SE_EN_GOLON_JUMP, 0x30, 3, 0, 0, 0)
/* 0x38B6 */ DEFINE_SFX(NA_SE_EN_KAICHO_CRY, 0x20, 0, 0, 0, 0)
/* 0x38B7 */ DEFINE_SFX(NA_SE_EN_KAICHO_ATTACK, 0x34, 0, 0, 0, 0)
/* 0x38B8 */ DEFINE_SFX(NA_SE_EN_GOLON_WALK, 0x18, 0, 2, 0, 0)
/* 0x38B9 */ DEFINE_SFX(NA_SE_EN_SLIME_JUMP, 0x30, 0, 0, 0, 0)
/* 0x38BA */ DEFINE_SFX(NA_SE_EN_SLIME_DAMAGE, 0x38, 0, 0, 0, 0)
/* 0x38BB */ DEFINE_SFX(NA_SE_EN_SLIME_BREAK, 0x30, 0, 0, 0, 0)
/* 0x38BC */ DEFINE_SFX(NA_SE_EN_KUROSUKE_MOVE, 0x14, 0, 0, 0, 0)
/* 0x38BD */ DEFINE_SFX(NA_SE_EN_KUROSUKE_ATTACK, 0x34, 0, 0, 0, 0)
/* 0x38BE */ DEFINE_SFX(NA_SE_EN_SLIME_DEAD, 0x40, 0, 0, 0, 0)
/* 0x38BF */ DEFINE_SFX(NA_SE_EN_SLIME_DEFENCE, 0x30, 3, 0, 0, 0)
/* 0x38C0 */ DEFINE_SFX(NA_SE_EN_OCTAROCK_ROCK, 0x20, 0, 0, 0, 0)
/* 0x38C1 */ DEFINE_SFX(NA_SE_EN_COMMON_WATER_SLW, 0x30, 0, 2, 0, 0)
/* 0x38C2 */ DEFINE_SFX(NA_SE_EN_OCTAROCK_JUMP, 0x30, 0, 0, 0, 0)
/* 0x38C3 */ DEFINE_SFX(NA_SE_EN_DAIOCTA_LAND, 0x30, 0, 0, 0, 0)
/* 0x38C4 */ DEFINE_SFX(NA_SE_EN_DAIOCTA_SINK, 0x28, 0, 0, 0, 0)
/* 0x38C5 */ DEFINE_SFX(NA_SE_EN_COMMON_WATER_MID, 0x30, 0, 2, 0, 0)
/* 0x38C6 */ DEFINE_SFX(NA_SE_EN_OCTAROCK_DEAD1, 0x40, 1, 0, 0, 0)
/* 0x38C7 */ DEFINE_SFX(NA_SE_EN_OCTAROCK_DEAD2, 0x40, 1, 0, 0, 0)
/* 0x38C8 */ DEFINE_SFX(NA_SE_EN_BUBLE_WING, 0x20, 0, 0, 0, 0)
/* 0x38C9 */ DEFINE_SFX(NA_SE_EN_BUBLE_MOUTH, 0x20, 0, 0, 0, 0)
/* 0x38CA */ DEFINE_SFX(NA_SE_EN_BUBLE_LAUGH, 0x14, 0, 0, 0, 0)
/* 0x38CB */ DEFINE_SFX(NA_SE_EN_BUBLE_BITE, 0x30, 0, 0, 0, 0)
/* 0x38CC */ DEFINE_SFX(NA_SE_EN_BUBLE_UP, 0x30, 0, 0, 0, 0)
/* 0x38CD */ DEFINE_SFX(NA_SE_EN_BUBLE_DOWN, 0x30, 0, 0, 0, 0)
/* 0x38CE */ DEFINE_SFX(NA_SE_EN_BUBLE_DEAD, 0x40, 1, 0, 0, 0)
/* 0x38CF */ DEFINE_SFX(NA_SE_EN_BUBLEFALL_FIRE, 0x30, 0, 0, 0, 0)
/* 0x38D0 */ DEFINE_SFX(NA_SE_EN_UTSUBO_DEAD, 0x30, 3, 0, 0, 0)
/* 0x38D1 */ DEFINE_SFX(NA_SE_EN_UTSUBO_DAMAGE, 0x38, 3, 0, 0, 0)
/* 0x38D2 */ DEFINE_SFX(NA_SE_EN_FROG_REAL, 0x40, 3, 0, 0, 0)
/* 0x38D3 */ DEFINE_SFX(NA_SE_EN_FROG_DAMAGE, 0x48, 3, 0, 0, 0)
/* 0x38D4 */ DEFINE_SFX(NA_SE_EN_B_SLIME_EAT, 0x30, 3, 0, 0, 0)
/* 0x38D5 */ DEFINE_SFX(NA_SE_EN_B_SLIME_LAUGH, 0x34, 3, 0, 0, 0)
/* 0x38D6 */ DEFINE_SFX(NA_SE_EN_FROG_DEAD, 0x48, 3, 0, 0, 0)
/* 0x38D7 */ DEFINE_SFX(NA_SE_EN_UTSUBO_BITE, 0x30, 3, 0, 0, 0)
/* 0x38D8 */ DEFINE_SFX(NA_SE_EN_B_SLIME_REVERSE, 0x34, 3, 0, 0, 0)
/* 0x38D9 */ DEFINE_SFX(NA_SE_EN_SLIME_JUMP1, 0x30, 3, 2, 0, SFX_FLAG_14)
/* 0x38DA */ DEFINE_SFX(NA_SE_EN_SLIME_JUMP2, 0x30, 3, 2, 0, SFX_FLAG_14)
/* 0x38DB */ DEFINE_SFX(NA_SE_EN_B_SLIME_BREAK, 0x40, 3, 0, 0, 0)
/* 0x38DC */ DEFINE_SFX(NA_SE_EN_BARI_DAMAGE, 0x38, 1, 0, 0, 0)
/* 0x38DD */ DEFINE_SFX(NA_SE_EN_HIPLOOP_LAND, 0x30, 1, 0, 0, 0)
/* 0x38DE */ DEFINE_SFX(NA_SE_EN_MOFER_CORE_MOVE_WT, 0x28, 3, 0, 0, 0)
/* 0x38DF */ DEFINE_SFX(NA_SE_EN_MOFER_CORE_SMJUMP, 0x28, 3, 0, 0, 0)
/* 0x38E0 */ DEFINE_SFX(NA_SE_EN_MONBLIN_GNDWAVE, 0x30, 3, 0, 0, 0)
/* 0x38E1 */ DEFINE_SFX(NA_SE_EN_MONBLIN_HAM_DOWN, 0x30, 3, 0, 0, 0)
/* 0x38E2 */ DEFINE_SFX(NA_SE_EN_MONBLIN_HAM_UP, 0x30, 3, 0, 0, SFX_FLAG_13)
/* 0x38E3 */ DEFINE_SFX(NA_SE_EN_BUBLE_DAMAGE, 0x38, 1, 0, 0, 0)
/* 0x38E4 */ DEFINE_SFX(NA_SE_EN_REDEAD_CRY, 0x20, 0, 0, 0, 0)
/* 0x38E5 */ DEFINE_SFX(NA_SE_EN_REDEAD_AIM, 0x34, 0, 0, 0, 0)
/* 0x38E6 */ DEFINE_SFX(NA_SE_EN_REDEAD_DAMAGE, 0x38, 1, 0, 0, 0)
/* 0x38E7 */ DEFINE_SFX(NA_SE_EN_REDEAD_DEAD, 0x40, 1, 0, 0, 0)
/* 0x38E8 */ DEFINE_SFX(NA_SE_EN_REDEAD_ATTACK, 0x34, 0, 0, 0, SFX_FLAG_13)
/* 0x38E9 */ DEFINE_SFX(NA_SE_EN_GOLON_KID_SOB, 0x20, 0, 0, 0, 0)
/* 0x38EA */ DEFINE_SFX(NA_SE_EN_GOLON_KID_CRY, 0x38, 2, 1, 0, 0)
/* 0x38EB */ DEFINE_SFX(NA_SE_EN_KAICHO_DEAD, 0x40, 1, 0, 0, 0)
/* 0x38EC */ DEFINE_SFX(NA_SE_EN_PO_LAUGH, 0x30, 3, 0, 0, 0)
/* 0x38ED */ DEFINE_SFX(NA_SE_EN_PO_CRY, 0x30, 2, 0, 0, 0)
/* 0x38EE */ DEFINE_SFX(NA_SE_EN_PO_ROLL, 0x30, 2, 0, 0, 0)
/* 0x38EF */ DEFINE_SFX(NA_SE_EN_PO_LAUGH2, 0x38, 3, 0, 0, 0)
/* 0x38F0 */ DEFINE_SFX(NA_SE_EN_GOLON_ROLLING, 0x30, 0, 0, 0, 0)
/* 0x38F1 */ DEFINE_SFX(NA_SE_EN_GOLON_READY, 0x30, 0, 0, 0, 0)
/* 0x38F2 */ DEFINE_SFX(NA_SE_EN_GOLON_DASH, 0x34, 0, 0, 0, 0)
/* 0x38F3 */ DEFINE_SFX(NA_SE_EN_PAMET_VOICE, 0x34, 3, 0, 0, 0)
/* 0x38F4 */ DEFINE_SFX(NA_SE_EN_PAMET_ROLL, 0x30, 3, 0, 0, 0)
/* 0x38F5 */ DEFINE_SFX(NA_SE_EN_PAMET_WALK, 0x24, 0, 1, 0, 0)
/* 0x38F6 */ DEFINE_SFX(NA_SE_EN_PAMET_ROAR, 0x30, 3, 0, 0, 0)
/* 0x38F7 */ DEFINE_SFX(NA_SE_EN_PAMET_WAKEUP, 0x28, 2, 2, 0, 0)
/* 0x38F8 */ DEFINE_SFX(NA_SE_EN_PAMET_REVERSE, 0x40, 3, 0, 0, 0)
/* 0x38F9 */ DEFINE_SFX(NA_SE_EN_PAMET_DAMAGE, 0x40, 3, 0, 0, 0)
/* 0x38FA */ DEFINE_SFX(NA_SE_EN_PAMET_DEAD, 0x30, 3, 0, 0, 0)
/* 0x38FB */ DEFINE_SFX(NA_SE_EN_BAKUO_VOICE, 0x34, 3, 0, 0, 0)
/* 0x38FC */ DEFINE_SFX(NA_SE_EN_GOLON_WAKE_UP, 0x20, 3, 2, 0, 0)
/* 0x38FD */ DEFINE_SFX(NA_SE_EN_GOLON_SIT_DOWN, 0x20, 0, 0, 0, 0)
/* 0x38FE */ DEFINE_SFX(NA_SE_EN_DAIGOLON_SLEEP3, 0x30, 3, 0, 0, 0)
/* 0x38FF */ DEFINE_SFX(NA_SE_EN_CHICKEN_FLUTTER, 0x20, 0, 2, 0, 0)
/* 0x3900 */ DEFINE_SFX(NA_SE_EN_KOUME_ILL, 0x30, 3, 2, 0, 0)
/* 0x3901 */ DEFINE_SFX(NA_SE_EN_KOUME_REGAIN, 0x18, 3, 2, 0, 0)
/* 0x3902 */ DEFINE_SFX(NA_SE_EN_KOUME_DRINK, 0x34, 3, 2, 0, 0)
/* 0x3903 */ DEFINE_SFX(NA_SE_EN_KOUME_LAUGH, 0x30, 3, 2, 0, 0)
/* 0x3904 */ DEFINE_SFX(NA_SE_EN_KOUME_FLY, 0x38, 3, 0, 0, 0)
/* 0x3905 */ DEFINE_SFX(NA_SE_EN_KOUME_AWAY, 0x18, 3, 0, 0, 0)
/* 0x3906 */ DEFINE_SFX(NA_SE_EN_KOUME_MAGIC, 0x30, 0, 0, 0, SFX_FLAG_13)
/* 0x3907 */ DEFINE_SFX(NA_SE_EN_DAIGOLON_SLEEP2, 0x38, 3, 0, 0, 0)
/* 0x3908 */ DEFINE_SFX(NA_SE_EN_STALKIDS_JUMP, 0x30, 3, 0, 0, 0)
/* 0x3909 */ DEFINE_SFX(NA_SE_EN_STALKIDS_FADEOUT, 0x40, 3, 0, 0, 0)
/* 0x390A */ DEFINE_SFX(NA_SE_EN_STALKIDS_LAUGH, 0x40, 4, 0, 0, SFX_FLAG_13)
/* 0x390B */ DEFINE_SFX(NA_SE_EN_STALKIDS_SHAKEHEAD, 0x38, 5, 0, 0, 0)
/* 0x390C */ DEFINE_SFX(NA_SE_EN_STALKIDS_ONGND, 0x30, 0, 0, 0, SFX_FLAG_13)
/* 0x390D */ DEFINE_SFX(NA_SE_EN_STALKIDS_SURPRISED, 0x30, 3, 0, 0, 0)
/* 0x390E */ DEFINE_SFX(NA_SE_EN_STALKIDS_WALK, 0x30, 0, 2, 0, 0)
/* 0x390F */ DEFINE_SFX(NA_SE_EN_STALKIDS_REVERSE, 0x30, 5, 0, 0, 0)
/* 0x3910 */ DEFINE_SFX(NA_SE_EN_STALKIDS_FLOAT, 0x30, 3, 0, 0, 0)
/* 0x3911 */ DEFINE_SFX(NA_SE_EN_EYEGOLE_EYE, 0x30, 2, 2, 0, 0)
/* 0x3912 */ DEFINE_SFX(NA_SE_EN_STALKIDS_CAUGHT, 0x30, 3, 0, 0, 0)
/* 0x3913 */ DEFINE_SFX(NA_SE_EN_STALKIDS_MASK_ON, 0x30, 5, 0, 0, 0)
/* 0x3914 */ DEFINE_SFX(NA_SE_EN_TWINROBA_CUTBODY, 0x30, 3, 0, 0, 0)
/* 0x3915 */ DEFINE_SFX(NA_SE_EN_STALKIDS_MASK_OFF, 0x30, 4, 2, 0, 0)
/* 0x3916 */ DEFINE_SFX(NA_SE_EN_STALKIDS_RIDE, 0x38, 0, 2, 0, 0)
/* 0x3917 */ DEFINE_SFX(NA_SE_EN_DEKNUTS_DANCE, 0x38, 3, 2, 0, SFX_FLAG_14 | SFX_FLAG_13)
/* 0x3918 */ DEFINE_SFX(NA_SE_EN_DEKNUTS_DANCE1, 0x38, 3, 2, 0, SFX_FLAG_14 | SFX_FLAG_13)
/* 0x3919 */ DEFINE_SFX(NA_SE_EN_DEKNUTS_DANCE2, 0x38, 3, 2, 0, SFX_FLAG_14 | SFX_FLAG_13)
/* 0x391A */ DEFINE_SFX(NA_SE_EN_DEKNUTS_DANCE_BIG, 0x38, 3, 2, 0, SFX_FLAG_14 | SFX_FLAG_13)
/* 0x391B */ DEFINE_SFX(NA_SE_EN_EYEGOLE_BEAM, 0x40, 2, 2, 0, SFX_FLAG_14)
/* 0x391C */ DEFINE_SFX(NA_SE_EN_GOLON_EYE_BIG, 0x18, 3, 2, 0, 0)
/* 0x391D */ DEFINE_SFX(NA_SE_EN_GOLON_GOOD_BIG, 0x30, 3, 0, 0, 0)
/* 0x391E */ DEFINE_SFX(NA_SE_EN_STALKIDS_LAUGH_MID, 0x30, 3, 0, 0, 0)
/* 0x391F */ DEFINE_SFX(NA_SE_EN_STALKIDS_FLOAT_COPY, 0x20, 3, 0, 0, 0)
/* 0x3920 */ DEFINE_SFX(NA_SE_EN_STALKIDS_TURN, 0x24, 5, 0, 0, 0)
/* 0x3921 */ DEFINE_SFX(NA_SE_EN_STALKIDS_DAMAGE, 0x28, 3, 0, 0, 0)
/* 0x3922 */ DEFINE_SFX(NA_SE_EN_STALKIDS_SCREAM, 0x30, 3, 0, 0, 0)
/* 0x3923 */ DEFINE_SFX(NA_SE_EN_STALKIDS_OTEDAMA2, 0x30, 5, 0, 0, 0)
/* 0x3924 */ DEFINE_SFX(NA_SE_EN_STALKIDS_STRETCH, 0x30, 5, 0, 0, 0)
/* 0x3925 */ DEFINE_SFX(NA_SE_EN_STALKIDS_LAUGH_MD2, 0x30, 0, 0, 0, 0)
/* 0x3926 */ DEFINE_SFX(NA_SE_EN_OWL_FLUTTER, 0x30, 0, 0, 0, 0)
/* 0x3927 */ DEFINE_SFX(NA_SE_EN_VALVAISA_LAND, 0x30, 3, 0, 0, 0)
/* 0x3928 */ DEFINE_SFX(NA_SE_EN_IRONNACK_WALK, 0x18, 1, 0, 0, 0)
/* 0x3929 */ DEFINE_SFX(NA_SE_EN_IRONNACK_SWING_AXE, 0x34, 3, 0, 0, 0)
/* 0x392A */ DEFINE_SFX(NA_SE_EN_STALKIDS_OTEDAMA1, 0x30, 5, 0, 0, 0)
/* 0x392B */ DEFINE_SFX(NA_SE_EN_PAMET_CUTTER_ON, 0x34, 3, 0, 0, 0)
/* 0x392C */ DEFINE_SFX(NA_SE_EN_IRONNACK_ARMOR_OFF_DEMO, 0x34, 3, 0, 0, 0)
/* 0x392D */ DEFINE_SFX(NA_SE_EN_PAMET_CUTTER_OFF, 0x34, 3, 0, 0, 0)
/* 0x392E */ DEFINE_SFX(NA_SE_EN_B_SLIME_JUMP1, 0x30, 3, 0, 0, 0)
/* 0x392F */ DEFINE_SFX(NA_SE_EN_B_SLIME_JUMP2, 0x30, 3, 0, 0, 0)
/* 0x3930 */ DEFINE_SFX(NA_SE_EN_FLOORMASTER_ATTACK, 0x30, 1, 0, 0, 0)
/* 0x3931 */ DEFINE_SFX(NA_SE_EN_FLOORMASTER_SM_WALK, 0x14, 0, 0, 0, 0)
/* 0x3932 */ DEFINE_SFX(NA_SE_EN_FLOORMASTER_SM_DEAD, 0x40, 1, 0, 0, 0)
/* 0x3933 */ DEFINE_SFX(NA_SE_EN_FLOORMASTER_RESTORE, 0x30, 1, 0, 0, 0)
/* 0x3934 */ DEFINE_SFX(NA_SE_EN_FLOORMASTER_EXPAND, 0x30, 1, 0, 0, 0)
/* 0x3935 */ DEFINE_SFX(NA_SE_EN_KUSAMUSHI_HIDE, 0x20, 1, 0, 0, 0)
/* 0x3936 */ DEFINE_SFX(NA_SE_EN_FLOORMASTER_SM_STICK, 0x38, 3, 0, 0, 0)
/* 0x3937 */ DEFINE_SFX(NA_SE_EN_FLOORMASTER_SM_LAND, 0x30, 0, 0, 0, 0)
/* 0x3938 */ DEFINE_SFX(NA_SE_EN_B_SLIME_COMBINE, 0x40, 3, 0, 0, SFX_FLAG_14)
/* 0x3939 */ DEFINE_SFX(NA_SE_EN_B_SLIME_PUNCH_MOVE, 0x30, 3, 0, 0, SFX_FLAG_14)
/* 0x393A */ DEFINE_SFX(NA_SE_EN_IRONNACK_ARMOR_HIT, 0x38, 3, 0, 0, 0)
/* 0x393B */ DEFINE_SFX(NA_SE_EN_CUTBODY, 0x38, 3, 0, 0, 0)
/* 0x393C */ DEFINE_SFX(NA_SE_EN_LAST1_TRANSFORM, 0x40, 3, 0, 0, 0)
/* 0x393D */ DEFINE_SFX(NA_SE_EN_LAST1_DEMO_BREAK, 0x40, 3, 2, 0, 0)
/* 0x393E */ DEFINE_SFX(NA_SE_EN_LAST1_DEMO_WALL, 0x40, 3, 2, 0, 0)
/* 0x393F */ DEFINE_SFX(NA_SE_EN_B_PAMET_BREAK, 0x40, 3, 0, 0, 0)
/* 0x3940 */ DEFINE_SFX(NA_SE_EN_KONB_DEMO_MOVE_OLD, 0x21, 3, 0, 0, SFX_FLAG_14)
/* 0x3941 */ DEFINE_SFX(NA_SE_EN_KONB_JUMP_OLD, 0x54, 3, 0, 0, 0)
/* 0x3942 */ DEFINE_SFX(NA_SE_EN_KONB_SINK_OLD, 0x54, 3, 0, 0, 0)
/* 0x3943 */ DEFINE_SFX(NA_SE_EN_UTSUBO_EAT, 0x54, 3, 0, 0, 0)
/* 0x3944 */ DEFINE_SFX(NA_SE_EN_YMAJIN_HOLD_SNOW, 0x34, 2, 0, 0, 0)
/* 0x3945 */ DEFINE_SFX(NA_SE_EN_KONB_DAMAGE_OLD, 0x58, 3, 0, 0, 0)
/* 0x3946 */ DEFINE_SFX(NA_SE_EN_KONB_DEAD_OLD, 0x68, 3, 0, 0, 0)
/* 0x3947 */ DEFINE_SFX(NA_SE_EN_KONB_BOUND_OLD, 0x50, 3, 3, 0, SFX_FLAG_14)
/* 0x3948 */ DEFINE_SFX(NA_SE_EN_AWA_BOUND, 0x14, 0, 0, 0, 0)
/* 0x3949 */ DEFINE_SFX(NA_SE_EN_AWA_BREAK, 0x20, 1, 0, 0, 0)
/* 0x394A */ DEFINE_SFX(NA_SE_EN_ICEB_FOOTSTEP_OLD, 0x48, 0, 2, 0, SFX_FLAG_14)
/* 0x394B */ DEFINE_SFX(NA_SE_EN_COMMON_THUNDER, 0x30, 0, 2, 0, SFX_FLAG_14)
/* 0x394C */ DEFINE_SFX(NA_SE_EN_ICEB_CRY_OLD, 0x50, 1, 0, 0, 0)
/* 0x394D */ DEFINE_SFX(NA_SE_EN_ICEB_STEAM_LONG_OLD, 0x50, 1, 0, 0, 0)
/* 0x394E */ DEFINE_SFX(NA_SE_EN_ICEB_STEAMS_DEMO_OLD, 0x50, 0, 0, 0, 0)
/* 0x394F */ DEFINE_SFX(NA_SE_EN_ICEB_STEAM_DEMO_UP_OLD, 0x50, 0, 0, 0, 0)
/* 0x3950 */ DEFINE_SFX(NA_SE_EN_ICEB_DEAD_OLD, 0x68, 3, 0, 0, 0)
/* 0x3951 */ DEFINE_SFX(NA_SE_EN_ICEB_DAMAGE_OLD, 0x58, 3, 0, 0, 0)
/* 0x3952 */ DEFINE_SFX(NA_SE_EN_KONB_INIT_OLD, 0x90, 3, 0, 0, 0)
/* 0x3953 */ DEFINE_SFX(NA_SE_EN_KONB_DEAD2_OLD, 0x48, 3, 0, 0, 0)
/* 0x3954 */ DEFINE_SFX(NA_SE_EN_PIHAT_UP, 0x28, 2, 0, 0, 0)
/* 0x3955 */ DEFINE_SFX(NA_SE_EN_PIHAT_FLY, 0x30, 0, 0, 0, 0)
/* 0x3956 */ DEFINE_SFX(NA_SE_EN_PIHAT_DAMAGE, 0x38, 1, 0, 0, 0)
/* 0x3957 */ DEFINE_SFX(NA_SE_EN_PIHAT_LAND, 0x28, 2, 0, 0, 0)
/* 0x3958 */ DEFINE_SFX(NA_SE_EN_KONB_BOUND2_OLD, 0x50, 3, 0, 0, 0)
/* 0x3959 */ DEFINE_SFX(NA_SE_EN_KONB_DEAD_JUMP_OLD, 0x50, 3, 0, 0, 0)
/* 0x395A */ DEFINE_SFX(NA_SE_EN_KONB_DEAD_JUMP2_OLD, 0x50, 3, 0, 0, 0)
/* 0x395B */ DEFINE_SFX(NA_SE_EN_FROG_JUMP, 0x40, 3, 2, 0, SFX_FLAG_14)
/* 0x395C */ DEFINE_SFX(NA_SE_EN_FROG_GREET, 0x40, 3, 0, 0, 0)
/* 0x395D */ DEFINE_SFX(NA_SE_EN_FROG_HOLD_SLIME, 0x40, 3, 0, 0, 0)
/* 0x395E */ DEFINE_SFX(NA_SE_EN_FROG_THROW_SLIME, 0x40, 3, 0, 0, 0)
/* 0x395F */ DEFINE_SFX(NA_SE_EN_FROG_JUMP_MID, 0x40, 3, 0, 0, 0)
/* 0x3960 */ DEFINE_SFX(NA_SE_EN_KONB_BITE_OLD, 0x54, 3, 0, 0, 0)
/* 0x3961 */ DEFINE_SFX(NA_SE_EN_FROG_PUNCH1, 0x40, 3, 0, 0, 0)
/* 0x3962 */ DEFINE_SFX(NA_SE_EN_FROG_PUNCH2, 0x40, 3, 0, 0, 0)
/* 0x3963 */ DEFINE_SFX(NA_SE_EN_UTSUBO_APPEAR_TRG, 0x48, 3, 0, 0, 0)
/* 0x3964 */ DEFINE_SFX(NA_SE_EN_FROG_DOWN, 0x48, 3, 0, 0, 0)
/* 0x3965 */ DEFINE_SFX(NA_SE_EN_FROG_JUMP_ABOVE, 0x48, 3, 0, 0, 0)
/* 0x3966 */ DEFINE_SFX(NA_SE_EN_FROG_KICK, 0x40, 3, 0, 0, 0)
/* 0x3967 */ DEFINE_SFX(NA_SE_EN_YMAJIN_MINI_HOLD, 0x34, 2, 0, 0, 0)
/* 0x3968 */ DEFINE_SFX(NA_SE_EN_YMAJIN_MINI_THROW, 0x34, 2, 0, 0, SFX_FLAG_13)
/* 0x3969 */ DEFINE_SFX(NA_SE_EN_YMAJIN_MOVE, 0x28, 2, 0, 0, 0)
/* 0x396A */ DEFINE_SFX(NA_SE_EN_YMAJIN_MINI_MOVE, 0x28, 2, 0, 0, 0)
/* 0x396B */ DEFINE_SFX(NA_SE_EN_YMAJIN_SURFACE, 0x30, 2, 0, 0, 0)
/* 0x396C */ DEFINE_SFX(NA_SE_EN_YMAJIN_HIDE, 0x30, 2, 0, 0, 0)
/* 0x396D */ DEFINE_SFX(NA_SE_EN_YMAJIN_SPLIT, 0x38, 2, 0, 0, 0)
/* 0x396E */ DEFINE_SFX(NA_SE_EN_YMAJIN_UNITE, 0x38, 2, 0, 0, 0)
/* 0x396F */ DEFINE_SFX(NA_SE_EN_YMAJIN_DEAD_BREAK, 0x48, 2, 0, 0, 0)
/* 0x3970 */ DEFINE_SFX(NA_SE_EN_BIMOS_ROLL_HEAD, 0x10, 0, 0, 0, 0)
/* 0x3971 */ DEFINE_SFX(NA_SE_EN_BIMOS_LAZER, 0x34, 0, 0, 0, 0)
/* 0x3972 */ DEFINE_SFX(NA_SE_EN_BIMOS_LAZER_GND, 0x18, 0, 0, 0, 0)
/* 0x3973 */ DEFINE_SFX(NA_SE_EN_BIMOS_AIM, 0x30, 0, 0, 0, 0)
/* 0x3974 */ DEFINE_SFX(NA_SE_EN_BUBLEWALK_WALK, 0x14, 0, 0, 0, 0)
/* 0x3975 */ DEFINE_SFX(NA_SE_EN_BUBLEWALK_AIM, 0x34, 0, 0, 0, 0)
/* 0x3976 */ DEFINE_SFX(NA_SE_EN_BUBLEWALK_REVERSE, 0x28, 1, 0, 0, 0)
/* 0x3977 */ DEFINE_SFX(NA_SE_EN_BUBLEWALK_DAMAGE, 0x38, 1, 0, 0, 0)
/* 0x3978 */ DEFINE_SFX(NA_SE_EN_BUBLEWALK_DEAD, 0x40, 1, 0, 0, 0)
/* 0x3979 */ DEFINE_SFX(NA_SE_EN_HIPLOOP_RUN, 0x30, 1, 0, 0, 0)
/* 0x397A */ DEFINE_SFX(NA_SE_EN_HIPLOOP_PAUSE, 0x38, 1, 0, 0, 0)
/* 0x397B */ DEFINE_SFX(NA_SE_EN_HIPLOOP_MASC_OFF, 0x36, 1, 0, 0, 0)
/* 0x397C */ DEFINE_SFX(NA_SE_EN_HIPLOOP_FOOT, 0x34, 1, 0, 0, 0)
/* 0x397D */ DEFINE_SFX(NA_SE_EN_HIPLOOP_DAMAGE, 0x38, 1, 0, 0, 0)
/* 0x397E */ DEFINE_SFX(NA_SE_EN_HIPLOOP_DEAD, 0x48, 1, 0, 0, 0)
/* 0x397F */ DEFINE_SFX(NA_SE_EN_HIPLOOP_FOOTSTEP, 0x30, 1, 0, 0, 0)
/* 0x3980 */ DEFINE_SFX(NA_SE_EN_DEKUHIME_WALK, 0x38, 3, 2, 0, 0)
/* 0x3981 */ DEFINE_SFX(NA_SE_EN_DEKUHIME_TURN, 0x30, 3, 0, 0, 0)
/* 0x3982 */ DEFINE_SFX(NA_SE_EN_DEKUHIME_GREET, 0x20, 0, 0, 0, SFX_FLAG_13)
/* 0x3983 */ DEFINE_SFX(NA_SE_EN_DEKUHIME_GREET2, 0x30, 3, 0, 0, 0)
/* 0x3984 */ DEFINE_SFX(NA_SE_EN_PIHAT_SM_FLY, 0x30, 0, 0, 0, 0)
/* 0x3985 */ DEFINE_SFX(NA_SE_EN_PIHAT_SM_DEAD, 0x40, 1, 0, 0, 0)
/* 0x3986 */ DEFINE_SFX(NA_SE_EN_STALKID_APPEAR, 0x30, 0, 0, 0, 0)
/* 0x3987 */ DEFINE_SFX(NA_SE_EN_AKINDONUTS_HIDE, 0x20, 0, 0, 0, 0)
/* 0x3988 */ DEFINE_SFX(NA_SE_EN_RIVA_DAMAGE, 0x38, 1, 0, 0, 0)
/* 0x3989 */ DEFINE_SFX(NA_SE_EN_RIVA_DEAD, 0x40, 1, 0, 0, 0)
/* 0x398A */ DEFINE_SFX(NA_SE_EN_RIVA_MOVE, 0x30, 0, 0, 0, 0)
/* 0x398B */ DEFINE_SFX(NA_SE_EN_DEKUHIME_VOICE_SAD, 0x30, 0, 0, 0, SFX_FLAG_13)
/* 0x398C */ DEFINE_SFX(NA_SE_EN_DEKUHIME_VOICE_JOY, 0x30, 3, 0, 0, 0)
/* 0x398D */ DEFINE_SFX(NA_SE_EN_NUTS_JUMP, 0x30, 2, 0, 0, 0)
/* 0x398E */ DEFINE_SFX(NA_SE_EN_NUTS_CLOTHES, 0x30, 3, 0, 0, 0)
/* 0x398F */ DEFINE_SFX(NA_SE_EN_SITSUJI_VOICE, 0x30, 3, 0, 0, 0)
/* 0x3990 */ DEFINE_SFX(NA_SE_EN_LIKE_WALK, 0x18, 0, 0, 0, 0)
/* 0x3991 */ DEFINE_SFX(NA_SE_EN_LIKE_UNARI, 0x28, 0, 0, 0, 0)
/* 0x3992 */ DEFINE_SFX(NA_SE_EN_SUISEN_DRINK, 0x34, 2, 0, 0, 0)
/* 0x3993 */ DEFINE_SFX(NA_SE_EN_EYEGOLE_DEMO_EYE, 0x34, 2, 0, 0, 0)
/* 0x3994 */ DEFINE_SFX(NA_SE_EN_SUISEN_THROW, 0x34, 0, 0, 0, 0)
/* 0x3995 */ DEFINE_SFX(NA_SE_EN_LIKE_DAMAGE, 0x38, 1, 0, 0, 0)
/* 0x3996 */ DEFINE_SFX(NA_SE_EN_LIKE_DEAD, 0x40, 1, 0, 0, 0)
/* 0x3997 */ DEFINE_SFX(NA_SE_EN_MGANON_SWORD, 0x30, 3, 0, 0, 0)
/* 0x3998 */ DEFINE_SFX(NA_SE_EN_PIRATE_ATTACK, 0x30, 2, 0, 0, 0)
/* 0x3999 */ DEFINE_SFX(NA_SE_EN_PIRATE_DAMAGE, 0x38, 0, 0, 0, 0)
/* 0x399A */ DEFINE_SFX(NA_SE_EN_PIRATE_DEAD, 0x48, 0, 0, 0, 0)
/* 0x399B */ DEFINE_SFX(NA_SE_EN_MB_MOTH_FLY, 0x28, 4, 0, 0, SFX_FLAG_14)
/* 0x399C */ DEFINE_SFX(NA_SE_EN_MB_MOTH_DEAD, 0x48, 4, 0, 0, 0)
/* 0x399D */ DEFINE_SFX(NA_SE_EN_MB_INSECT_WALK, 0x20, 4, 0, 0, 0)
/* 0x399E */ DEFINE_SFX(NA_SE_EN_B_PAMET_ROLL, 0x25, 3, 0, 0, 0)
/* 0x399F */ DEFINE_SFX(NA_SE_EN_FROG_VOICE1, 0x40, 2, 0, 0, 0)
/* 0x39A0 */ DEFINE_SFX(NA_SE_EN_GERUDOFT_WALK, 0x18, 0, 2, 0, 0)
/* 0x39A1 */ DEFINE_SFX(NA_SE_EN_FROG_VOICE2, 0x44, 3, 0, 0, 0)
/* 0x39A2 */ DEFINE_SFX(NA_SE_EN_B_PAMET_VOICE, 0x44, 0, 0, 0, 0)
/* 0x39A3 */ DEFINE_SFX(NA_SE_EN_B_PAMET_REVERSE, 0x18, 0, 0, 0, 0)
/* 0x39A4 */ DEFINE_SFX(NA_SE_EN_FREEZAD_BREATH, 0x30, 0, 0, 0, 0)
/* 0x39A5 */ DEFINE_SFX(NA_SE_EN_FREEZAD_DAMAGE, 0x38, 1, 0, 0, 0)
/* 0x39A6 */ DEFINE_SFX(NA_SE_EN_FREEZAD_DEAD, 0x40, 1, 0, 0, 0)
/* 0x39A7 */ DEFINE_SFX(NA_SE_EN_DEKUHIMA_VOICE_HURY, 0x18, 3, 0, 0, 0)
/* 0x39A8 */ DEFINE_SFX(NA_SE_EN_KINGNUTS_VOICE, 0x30, 3, 0, 0, 0)
/* 0x39A9 */ DEFINE_SFX(NA_SE_EN_FROG_RUNAWAY, 0x38, 3, 1, 0, 0)
/* 0x39AA */ DEFINE_SFX(NA_SE_EN_LAST3_DEAD_DEAD1_OLD, 0x30, 3, 0, 0, 0)
/* 0x39AB */ DEFINE_SFX(NA_SE_EN_LAST3_DEAD_DEAD2_OLD, 0x30, 3, 0, 0, 0)
/* 0x39AC */ DEFINE_SFX(NA_SE_EN_FROG_RUNAWAY2, 0x30, 3, 0, 0, 0)
/* 0x39AD */ DEFINE_SFX(NA_SE_EN_DAIGOLON_SLEEP1, 0x36, 3, 0, 0, 0)
/* 0x39AE */ DEFINE_SFX(NA_SE_EN_IRONNACK_HIT_GND, 0x34, 3, 0, 0, 0)
/* 0x39AF */ DEFINE_SFX(NA_SE_EN_LAST3_DEAD_WIND1_OLD, 0x34, 2, 2, 0, 0)
/* 0x39B0 */ DEFINE_SFX(NA_SE_EN_TWINROBA_LAUGH, 0x58, 3, 0, 0, 0)
/* 0x39B1 */ DEFINE_SFX(NA_SE_EN_TWINROBA_LAUGH2, 0x68, 3, 0, 0, 0)
/* 0x39B2 */ DEFINE_SFX(NA_SE_EN_IRONNACK_PULLOUT, 0x30, 3, 0, 0, 0)
/* 0x39B3 */ DEFINE_SFX(NA_SE_EN_TWINROBA_SHOOT_VOICE, 0x30, 3, 0, 0, 0)
/* 0x39B4 */ DEFINE_SFX(NA_SE_EN_LAST3_DEAD_WIND2_OLD, 0x34, 2, 0, 0, 0)
/* 0x39B5 */ DEFINE_SFX(NA_SE_EN_LAST3_DEAD_WIND3_OLD, 0x34, 3, 0, 0, 0)
/* 0x39B6 */ DEFINE_SFX(NA_SE_EN_LAST3_DEAD_LIGHTS_OLD, 0x40, 0, 0, 0, 0)
/* 0x39B7 */ DEFINE_SFX(NA_SE_EN_PIRATE_BREATH, 0x30, 3, 0, 0, 0)
/* 0x39B8 */ DEFINE_SFX(NA_SE_EN_LAST3_DEAD_ROD, 0x40, 0, 0, 0, SFX_FLAG_13)
/* 0x39B9 */ DEFINE_SFX(NA_SE_EN_LAST2_SHOUT, 0x30, 0, 0, 0, SFX_FLAG_13)
/* 0x39BA */ DEFINE_SFX(NA_SE_EN_LAST2_PUMP_UP_OLD, 0x30, 0, 3, 0, 0)
/* 0x39BB */ DEFINE_SFX(NA_SE_EN_LAST2_GROW_HEAD_OLD, 0x30, 0, 3, 0, 0)
/* 0x39BC */ DEFINE_SFX(NA_SE_EN_LAST2_HEARTBEAT_OLD, 0x40, 0, 0, 0, 0)
/* 0x39BD */ DEFINE_SFX(NA_SE_EN_ANSATSUSYA_MOVING, 0x30, 3, 0, 0, 0)
/* 0x39BE */ DEFINE_SFX(NA_SE_EN_ANSATSUSYA_DASH_2, 0x28, 3, 0, 0, 0)
/* 0x39BF */ DEFINE_SFX(NA_SE_EN_LAST3_DEAD_FLOAT, 0x40, 3, 0, 0, 0)
/* 0x39C0 */ DEFINE_SFX(NA_SE_EN_ANSATSUSYA_CRYING, 0x40, 3, 0, 0, 0)
/* 0x39C1 */ DEFINE_SFX(NA_SE_EN_ANSATSUSYA_SKIP, 0x30, 3, 0, 0, 0)
/* 0x39C2 */ DEFINE_SFX(NA_SE_EN_STALTURA_APPEAR, 0x30, 3, 0, 0, 0)
/* 0x39C3 */ DEFINE_SFX(NA_SE_EN_ANSATSUSYA_JUMP, 0x30, 3, 0, 0, 0)
/* 0x39C4 */ DEFINE_SFX(NA_SE_EN_ANSATSUSYA_FALL, 0x30, 3, 0, 0, 0)
/* 0x39C5 */ DEFINE_SFX(NA_SE_EN_ANSATSUSYA_DAMAGE, 0x38, 3, 0, 0, 0)
/* 0x39C6 */ DEFINE_SFX(NA_SE_EN_ANSATSUSYA_DEAD, 0x48, 3, 0, 0, 0)
/* 0x39C7 */ DEFINE_SFX(NA_SE_EN_ANSATSUSYA_SWORD, 0x20, 3, 0, 0, 0)
/* 0x39C8 */ DEFINE_SFX(NA_SE_EN_BAKUO_DEAD, 0x48, 3, 0, 0, 0)
/* 0x39C9 */ DEFINE_SFX(NA_SE_EN_BAKUO_APPEAR, 0x36, 3, 0, 0, 0)
/* 0x39CA */ DEFINE_SFX(NA_SE_EN_LAST3_ROD_WIND_OLD, 0x30, 3, 0, 0, 0)
/* 0x39CB */ DEFINE_SFX(NA_SE_EN_LAST3_ROD_FLOOR_OLD, 0x30, 3, 0, 0, 0)
/* 0x39CC */ DEFINE_SFX(NA_SE_EN_LAST3_ROD_DANCE_OLD, 0x38, 3, 0, 0, 0)
/* 0x39CD */ DEFINE_SFX(NA_SE_EN_LAST3_ROD_HOP_OLD, 0x38, 3, 0, 0, 0)
/* 0x39CE */ DEFINE_SFX(NA_SE_EN_LAST3_ROD_HOP2_OLD, 0x20, 3, 0, 0, 0)
/* 0x39CF */ DEFINE_SFX(NA_SE_EN_GANON_RESTORE, 0x30, 3, 0, 0, 0)
/* 0x39D0 */ DEFINE_SFX(NA_SE_EN_GOLON_CIRCLE, 0x44, 3, 0, 0, 0)
/* 0x39D1 */ DEFINE_SFX(NA_SE_EN_GOLON_CIRCLE_OFF, 0x30, 3, 2, 0, 0)
/* 0x39D2 */ DEFINE_SFX(NA_SE_EN_LAST1_BLOW_OLD, 0x30, 3, 0, 0, 0)
/* 0x39D3 */ DEFINE_SFX(NA_SE_EN_LAST1_BEAM_OLD, 0x30, 3, 0, 0, 0)
/* 0x39D4 */ DEFINE_SFX(NA_SE_EN_LAST1_ATTACK_OLD, 0x34, 3, 0, 0, 0)
/* 0x39D5 */ DEFINE_SFX(NA_SE_EN_LAST1_DAMAGE1_OLD, 0x30, 3, 0, 0, 0)
/* 0x39D6 */ DEFINE_SFX(NA_SE_EN_LAST1_DAMAGE2_OLD, 0x30, 3, 0, 0, 0)
/* 0x39D7 */ DEFINE_SFX(NA_SE_EN_LAST1_FALL_OLD, 0x20, 2, 0, 0, 0)
/* 0x39D8 */ DEFINE_SFX(NA_SE_EN_MGANON_STAND, 0x34, 3, 0, 0, 0)
/* 0x39D9 */ DEFINE_SFX(NA_SE_EN_LAST2_FIRE_OLD, 0x20, 3, 2, 0, 0)
/* 0x39DA */ DEFINE_SFX(NA_SE_EN_STALGOLD_ROLL, 0x30, 4, 0, 0, 0)
/* 0x39DB */ DEFINE_SFX(NA_SE_EN_LAST2_WALK_OLD, 0x30, 2, 1, 0, SFX_FLAG_14)
/* 0x39DC */ DEFINE_SFX(NA_SE_EN_LAST2_WAIT_OLD, 0x40, 2, 1, 0, SFX_FLAG_14)
/* 0x39DD */ DEFINE_SFX(NA_SE_EN_LAST2_JUMP_OLD, 0x40, 3, 2, 0, 0)
/* 0x39DE */ DEFINE_SFX(NA_SE_EN_LAST2_BIRD_OLD, 0x30, 2, 1, 0, SFX_FLAG_14)
/* 0x39DF */ DEFINE_SFX(NA_SE_EN_LAST2_BIRD2_OLD, 0x30, 2, 1, 0, SFX_FLAG_14)
/* 0x39E0 */ DEFINE_SFX(NA_SE_EN_STALTU_WAVE, 0x30, 0, 0, 0, 0)
/* 0x39E1 */ DEFINE_SFX(NA_SE_EN_STALTU_DOWN_SET, 0x30, 0, 0, 0, 0)
/* 0x39E2 */ DEFINE_SFX(NA_SE_EN_DEKU_WAKEUP, 0x30, 1, 0, 0, 0)
/* 0x39E3 */ DEFINE_SFX(NA_SE_EN_LAST2_WALK2_OLD, 0x32, 2, 2, 0, SFX_FLAG_14)
/* 0x39E4 */ DEFINE_SFX(NA_SE_EN_LAST1_FLOAT_OLD, 0x32, 3, 0, 0, 0)
/* 0x39E5 */ DEFINE_SFX(NA_SE_EN_LAST1_ATTACK_2ND_OLD, 0x54, 1, 0, 0, 0)
/* 0x39E6 */ DEFINE_SFX(NA_SE_EN_LAST1_ROLLING_OLD, 0x52, 0, 0, 0, 0)
/* 0x39E7 */ DEFINE_SFX(NA_SE_EN_LAST3_GET_LINK_OLD, 0x54, 3, 0, 0, 0)
/* 0x39E8 */ DEFINE_SFX(NA_SE_EN_PO_BIG_CRY, 0x30, 0, 0, 0, 0)
/* 0x39E9 */ DEFINE_SFX(NA_SE_EN_STALTURA_BOUND, 0x08, 1, 0, 0, 0)
/* 0x39EA */ DEFINE_SFX(NA_SE_EN_STALGOLD_UP_CRY, 0x30, 1, 0, 0, 0)
/* 0x39EB */ DEFINE_SFX(NA_SE_EN_GOLON_CRY, 0x30, 3, 0, 0, 0)
/* 0x39EC */ DEFINE_SFX(NA_SE_EN_LAST3_ROD_SOFT, 0x54, 3, 0, 0, 0)
/* 0x39ED */ DEFINE_SFX(NA_SE_EN_LAST3_ROD_MID_OLD, 0x54, 0, 0, 0, SFX_FLAG_13)
/* 0x39EE */ DEFINE_SFX(NA_SE_EN_RIVA_BIG_APPEAR, 0x34, 3, 0, 0, 0)
/* 0x39EF */ DEFINE_SFX(NA_SE_EN_LAST3_ROD_HARD, 0x54, 0, 0, 0, SFX_FLAG_13)
/* 0x39F0 */ DEFINE_SFX(NA_SE_EN_MUSI_WALK, 0x08, 0, 0, 0, 0)
/* 0x39F1 */ DEFINE_SFX(NA_SE_EN_LAST3_COIL_ATTACK_OLD, 0x54, 0, 0, 0, 0)
/* 0x39F2 */ DEFINE_SFX(NA_SE_EN_STALWALL_LAUGH, 0x34, 0, 0, 0, 0)
/* 0x39F3 */ DEFINE_SFX(NA_SE_EN_PIRANHA_EXIST, 0x15, 0, 0, 0, 0)
/* 0x39F4 */ DEFINE_SFX(NA_SE_EN_PIRANHA_ATTACK, 0x35, 0, 0, 0, 0)
/* 0x39F5 */ DEFINE_SFX(NA_SE_EN_PIRANHA_DEAD, 0x48, 0, 0, 0, 0)
/* 0x39F6 */ DEFINE_SFX(NA_SE_EN_KINGNUTS_DAMAGE, 0x38, 0, 0, 0, 0)
/* 0x39F7 */ DEFINE_SFX(NA_SE_EN_COMMON_DEADLIGHT, 0x30, 0, 0, 0, 0)
/* 0x39F8 */ DEFINE_SFX(NA_SE_EN_GOLONKID_WALK, 0x30, 2, 3, 0, 0)
/* 0x39F9 */ DEFINE_SFX(NA_SE_EN_YMAJIN_MINI_DAMAGE, 0x38, 2, 0, 0, 0)
/* 0x39FA */ DEFINE_SFX(NA_SE_EN_YMAJIN_DAMAGE, 0x38, 2, 0, 0, 0)
/* 0x39FB */ DEFINE_SFX(NA_SE_EN_KOTAKE_SURPRISED, 0x30, 0, 2, 0, 0)
/* 0x39FC */ DEFINE_SFX(NA_SE_EN_HANDW_GET, 0x30, 0, 0, 0, 0)
/* 0x39FD */ DEFINE_SFX(NA_SE_EN_HANDW_RELEASE, 0x30, 0, 0, 0, 0)
/* 0x39FE */ DEFINE_SFX(NA_SE_EN_SLIME_SURFACE, 0x30, 0, 0, 0, 0)
/* 0x39FF */ DEFINE_SFX(NA_SE_EN_KOTAKE_SLEEP, 0x30, 0, 0, 0, 0)
/* 0x3A00 */ DEFINE_SFX(NA_SE_EN_KOTAKE_SURPRISED2, 0x30, 0, 2, SFX_FLAG2_0, 0)
/* 0x3A01 */ DEFINE_SFX(NA_SE_EN_NEMURI_SLEEP, 0x30, 6, 0, SFX_FLAG2_7 | SFX_FLAG2_5 | SFX_FLAG2_4 | SFX_FLAG2_2, 0)
/* 0x3A02 */ DEFINE_SFX(NA_SE_EN_LAST1_DEAD_OLD, 0x30, 0, 0, 0, 0)
/* 0x3A03 */ DEFINE_SFX(NA_SE_EN_GOLON_SIRLOIN_ROLL, 0x30, 6, 0, 0, 0)
/* 0x3A04 */ DEFINE_SFX(NA_SE_EN_GOLON_VOICE_EATFULL, 0x30, 3, 2, 0, 0)
/* 0x3A05 */ DEFINE_SFX(NA_SE_EN_GOLON_SIRLOIN_EAT, 0x30, 0, 0, 0, 0)
/* 0x3A06 */ DEFINE_SFX(NA_SE_EN_EYEGOLE_WALK, 0x30, 2, 0, 0, 0)
/* 0x3A07 */ DEFINE_SFX(NA_SE_EN_EYEGOLE_STAND, 0x30, 2, 0, 0, 0)
/* 0x3A08 */ DEFINE_SFX(NA_SE_EN_EYEGOLE_SIT, 0x30, 2, 0, 0, 0)
/* 0x3A09 */ DEFINE_SFX(NA_SE_EN_INVADER_DEAD, 0x48, 2, 0, 0, 0)
/* 0x3A0A */ DEFINE_SFX(NA_SE_EN_FOLLOWERS_BEAM_PRE, 0x28, 1, 0, 0, 0)
/* 0x3A0B */ DEFINE_SFX(NA_SE_EN_FOLLOWERS_BEAM, 0x36, 0, 0, 0, 0)
/* 0x3A0C */ DEFINE_SFX(NA_SE_EN_FOLLOWERS_DAMAGE, 0x38, 0, 0, 0, 0)
/* 0x3A0D */ DEFINE_SFX(NA_SE_EN_FOLLOWERS_DEAD, 0x48, 0, 0, 0, 0)
/* 0x3A0E */ DEFINE_SFX(NA_SE_EN_INBOSS_DEAD_PRE2_OLD, 0x68, 3, 0, 0, 0)
/* 0x3A0F */ DEFINE_SFX(NA_SE_EN_IKURA_JUMP1, 0x30, 3, 0, 0, 0)
/* 0x3A10 */ DEFINE_SFX(NA_SE_EN_IKURA_JUMP2, 0x30, 3, 0, 0, 0)
/* 0x3A11 */ DEFINE_SFX(NA_SE_EN_IKURA_DAMAGE, 0x38, 3, 0, 0, 0)
/* 0x3A12 */ DEFINE_SFX(NA_SE_EN_IKURA_DEAD, 0x48, 3, 0, 0, 0)
/* 0x3A13 */ DEFINE_SFX(NA_SE_EN_ME_DAMAGE, 0x58, 3, 0, 0, 0)
/* 0x3A14 */ DEFINE_SFX(NA_SE_EN_ME_DEAD, 0x68, 3, 0, 0, 0)
/* 0x3A15 */ DEFINE_SFX(NA_SE_EN_ME_EXIST, 0x29, 3, 0, 0, 0)
/* 0x3A16 */ DEFINE_SFX(NA_SE_EN_ME_ATTACK, 0x54, 3, 0, 0, 0)
/* 0x3A17 */ DEFINE_SFX(NA_SE_EN_GOLONKID_SOB_TALK, 0x30, 0, 0, 0, 0)
/* 0x3A18 */ DEFINE_SFX(NA_SE_EN_GOLONKID_YAWN, 0x30, 0, 0, 0, 0)
/* 0x3A19 */ DEFINE_SFX(NA_SE_EN_GOLONKID_SNORE, 0x30, 0, 1, 0, 0)
/* 0x3A1A */ DEFINE_SFX(NA_SE_EN_GOLON_SNORE1, 0x30, 0, 1, 0, 0)
/* 0x3A1B */ DEFINE_SFX(NA_SE_EN_GOLON_SNORE2, 0x30, 0, 1, 0, 0)
/* 0x3A1C */ DEFINE_SFX(NA_SE_EN_BUBLEFALL_APPEAR, 0x30, 0, 0, 0, 0)
/* 0x3A1D */ DEFINE_SFX(NA_SE_EN_INBOSS_DEAD_OLD, 0x68, 3, 0, 0, 0)
/* 0x3A1E */ DEFINE_SFX(NA_SE_EN_LAST1_BEAM2_OLD, 0x30, 0, 0, 0, 0)
/* 0x3A1F */ DEFINE_SFX(NA_SE_EN_COMMON_EXTINCT_LEV, 0x45, 2, 0, 0, 0)
/* 0x3A20 */ DEFINE_SFX(NA_SE_EN_BOSU_HEAD_MID, 0x40, 3, 1, 0, SFX_FLAG_14)
/* 0x3A21 */ DEFINE_SFX(NA_SE_EN_BOSU_HEAD_SHORT, 0x40, 3, 1, 0, SFX_FLAG_14)
/* 0x3A22 */ DEFINE_SFX(NA_SE_EN_DEBU_HEAD_MID, 0x30, 3, 1, 0, SFX_FLAG_14)
/* 0x3A23 */ DEFINE_SFX(NA_SE_EN_DEBU_HEAD_SHORT, 0x30, 3, 1, 0, SFX_FLAG_14)
/* 0x3A24 */ DEFINE_SFX(NA_SE_EN_YASE_HEAD_MID, 0x30, 3, 1, 0, SFX_FLAG_14)
/* 0x3A25 */ DEFINE_SFX(NA_SE_EN_YASE_HEAD_SHORT, 0x30, 3, 1, 0, SFX_FLAG_14)
/* 0x3A26 */ DEFINE_SFX(NA_SE_EN_BOSU_WALK, 0x30, 3, 2, 0, SFX_FLAG_14)
/* 0x3A27 */ DEFINE_SFX(NA_SE_EN_DEBU_WALK, 0x30, 3, 2, 0, SFX_FLAG_14)
/* 0x3A28 */ DEFINE_SFX(NA_SE_EN_YASE_WALK, 0x30, 3, 2, 0, SFX_FLAG_14)
/* 0x3A29 */ DEFINE_SFX(NA_SE_EN_BOSU_SIT, 0x50, 3, 0, 0, 0)
/* 0x3A2A */ DEFINE_SFX(NA_SE_EN_BOSU_STAND, 0x30, 3, 0, 0, 0)
/* 0x3A2B */ DEFINE_SFX(NA_SE_EN_BOSU_HAND, 0x30, 3, 0, 0, 0)
/* 0x3A2C */ DEFINE_SFX(NA_SE_EN_LAST3_KOMA_OLD, 0x10, 0, 0, 0, 0)
/* 0x3A2D */ DEFINE_SFX(NA_SE_EN_KONB_PREATTACK_OLD, 0x54, 3, 0, 0, 0)
/* 0x3A2E */ DEFINE_SFX(NA_SE_EN_BOSU_SHOCK, 0x50, 3, 0, 0, 0)
/* 0x3A2F */ DEFINE_SFX(NA_SE_EN_BOSU_SHIT, 0x50, 3, 0, 0, 0)
/* 0x3A30 */ DEFINE_SFX(NA_SE_EN_BOSU_ATTACK, 0x54, 3, 1, 0, 0)
/* 0x3A31 */ DEFINE_SFX(NA_SE_EN_BOSU_CYNICAL, 0x50, 3, 1, 0, 0)
/* 0x3A32 */ DEFINE_SFX(NA_SE_EN_BOSU_LAUGH, 0x50, 3, 1, 0, 0)
/* 0x3A33 */ DEFINE_SFX(NA_SE_EN_BOSU_LAUGH_DEMO, 0x50, 3, 1, 0, 0)
/* 0x3A34 */ DEFINE_SFX(NA_SE_EN_DEBU_ATTACK, 0x36, 3, 1, 0, 0)
/* 0x3A35 */ DEFINE_SFX(NA_SE_EN_DEBU_LAUGH, 0x34, 3, 1, 0, 0)
/* 0x3A36 */ DEFINE_SFX(NA_SE_EN_DEBU_PAUSE, 0x34, 3, 2, 0, 0)
/* 0x3A37 */ DEFINE_SFX(NA_SE_EN_YASE_ATTACK, 0x36, 3, 1, 0, 0)
/* 0x3A38 */ DEFINE_SFX(NA_SE_EN_YASE_LAUGH, 0x35, 3, 1, 0, 0)
/* 0x3A39 */ DEFINE_SFX(NA_SE_EN_YASE_PAUSE, 0x34, 3, 2, 0, 0)
/* 0x3A3A */ DEFINE_SFX(NA_SE_EN_BOSU_DAMAGE, 0x58, 3, 1, 0, 0)
/* 0x3A3B */ DEFINE_SFX(NA_SE_EN_DEBU_DAMAGE, 0x68, 3, 1, 0, 0)
/* 0x3A3C */ DEFINE_SFX(NA_SE_EN_YASE_DAMAGE, 0x38, 3, 1, 0, 0)
/* 0x3A3D */ DEFINE_SFX(NA_SE_EN_BOSU_DEAD, 0x48, 3, 1, 0, 0)
/* 0x3A3E */ DEFINE_SFX(NA_SE_EN_DEBU_DEAD, 0x38, 3, 1, 0, 0)
/* 0x3A3F */ DEFINE_SFX(NA_SE_EN_YASE_DEAD, 0x48, 3, 1, 0, 0)
/* 0x3A40 */ DEFINE_SFX(NA_SE_EN_DEBU_PAUSE_K, 0x34, 3, 2, 0, 0)
/* 0x3A41 */ DEFINE_SFX(NA_SE_EN_DEBU_LAUGH_SHORT_K, 0x34, 3, 1, 0, SFX_FLAG_14)
/* 0x3A42 */ DEFINE_SFX(NA_SE_EN_DEBU_LAUGH_K, 0x34, 3, 1, 0, SFX_FLAG_14)
/* 0x3A43 */ DEFINE_SFX(NA_SE_EN_YASE_PAUSE_K, 0x34, 3, 2, 0, 0)
/* 0x3A44 */ DEFINE_SFX(NA_SE_EN_YASE_LAUGH_K, 0x34, 3, 1, 0, SFX_FLAG_14)
/* 0x3A45 */ DEFINE_SFX(NA_SE_EN_BOSU_LAUGH_DEMO_K, 0x50, 3, 1, 0, 0)
/* 0x3A46 */ DEFINE_SFX(NA_SE_EN_DEBU_LAUGH_SHORT, 0x34, 3, 1, 0, 0)
/* 0x3A47 */ DEFINE_SFX(NA_SE_EN_BOSU_LAUGH_K, 0x50, 3, 1, 0, 0)
/* 0x3A48 */ DEFINE_SFX(NA_SE_EN_DEBU_ATTACK_W, 0x36, 3, 1, 0, 0)
/* 0x3A49 */ DEFINE_SFX(NA_SE_EN_YASE_ATTACK_W, 0x36, 3, 1, 0, 0)
/* 0x3A4A */ DEFINE_SFX(NA_SE_EN_BOSU_ATTACK_W, 0x34, 3, 1, 0, 0)
/* 0x3A4B */ DEFINE_SFX(NA_SE_EN_STAL_FREEZE_LIGHTS, 0x37, 3, 0, 0, 0)
/* 0x3A4C */ DEFINE_SFX(NA_SE_EN_BOSU_ATTACK_K, 0x54, 3, 1, 0, 0)
/* 0x3A4D */ DEFINE_SFX(NA_SE_EN_BOSU_SWORD, 0x40, 3, 0, 0, 0)
/* 0x3A4E */ DEFINE_SFX(NA_SE_EN_KONB_JUMP_LEV_OLD, 0x40, 3, 0, 0, 0)
/* 0x3A4F */ DEFINE_SFX(NA_SE_EN_MIBOSS_FREEZE_OLD, 0x57, 3, 0, 0, 0)
/* 0x3A50 */ DEFINE_SFX(NA_SE_EN_YMAJIN_THROW, 0x34, 2, 0, 0, 0)
/* 0x3A51 */ DEFINE_SFX(NA_SE_EN_BOSU_HEAD_BITE, 0x40, 0, 0, 0, 0)
/* 0x3A52 */ DEFINE_SFX(NA_SE_EN_BOSU_HEAD_FLOAT, 0x32, 0, 0, 0, 0)
/* 0x3A53 */ DEFINE_SFX(NA_SE_EN_LAST3_VOICE_KICK_OLD, 0x50, 3, 2, 0, 0)
/* 0x3A54 */ DEFINE_SFX(NA_SE_EN_LAST3_VOICE_KOMA_OLD, 0x50, 3, 2, 0, 0)
/* 0x3A55 */ DEFINE_SFX(NA_SE_EN_LAST3_VOICE_ROD_OLD, 0x50, 3, 2, 0, 0)
/* 0x3A56 */ DEFINE_SFX(NA_SE_EN_LAST3_VOICE_THROW_OLD, 0x50, 3, 2, 0, 0)
/* 0x3A57 */ DEFINE_SFX(NA_SE_EN_LAST3_VOICE_LAUGH_OLD, 0x50, 3, 2, 0, 0)
/* 0x3A58 */ DEFINE_SFX(NA_SE_EN_LAST3_VOICE_DAMAGE_OLD, 0x58, 3, 2, 0, 0)
/* 0x3A59 */ DEFINE_SFX(NA_SE_EN_LAST3_VOICE_DAMAGE2_OLD, 0x58, 3, 2, 0, 0)
/* 0x3A5A */ DEFINE_SFX(NA_SE_EN_LAST3_VOICE_DEAD_OLD, 0x68, 3, 0, 0, 0)
/* 0x3A5B */ DEFINE_SFX(NA_SE_EN_BOSU_DEAD_VOICE, 0x68, 3, 0, 0, 0)
/* 0x3A5C */ DEFINE_SFX(NA_SE_EN_DEBU_DEAD_VOICE, 0x48, 3, 0, 0, 0)
/* 0x3A5D */ DEFINE_SFX(NA_SE_EN_YASE_DEAD_VOICE, 0x48, 3, 0, 0, 0)
/* 0x3A5E */ DEFINE_SFX(NA_SE_EN_LAST2_BALLET_OLD, 0x50, 3, 0, 0, 0)
/* 0x3A5F */ DEFINE_SFX(NA_SE_EN_LAST2_MOONWALK_OLD, 0x50, 3, 0, 0, 0)
/* 0x3A60 */ DEFINE_SFX(NA_SE_EN_SHARP_FLOAT, 0x28, 4, 0, 0, 0)
/* 0x3A61 */ DEFINE_SFX(NA_SE_EN_SHARP_REACTION, 0x34, 2, 0, 0, 0)
/* 0x3A62 */ DEFINE_SFX(NA_SE_EN_REDEAD_WEAKENED1, 0x30, 0, 2, 0, SFX_FLAG_14)
/* 0x3A63 */ DEFINE_SFX(NA_SE_EN_REDEAD_WEAKENED_L1, 0x30, 0, 2, 0, SFX_FLAG_14)
/* 0x3A64 */ DEFINE_SFX(NA_SE_EN_REDEAD_WEAKENED2, 0x30, 0, 2, 0, SFX_FLAG_14)
/* 0x3A65 */ DEFINE_SFX(NA_SE_EN_REDEAD_WEAKENED_L2, 0x30, 0, 2, 0, SFX_FLAG_14)
/* 0x3A66 */ DEFINE_SFX(NA_SE_EN_PIRATE_ONGND, 0x30, 1, 0, 0, 0)
/* 0x3A67 */ DEFINE_SFX(NA_SE_EN_FOLLOWERS_STAY, 0x30, 4, 2, 0, 0)
/* 0x3A68 */ DEFINE_SFX(NA_SE_EN_LAST2_VOICE_BALLET, 0x50, 3, 0, 0, 0)
/* 0x3A69 */ DEFINE_SFX(NA_SE_EN_LAST2_VOICE_UAUOO1_OLD, 0x50, 3, 0, 0, 0)
/* 0x3A6A */ DEFINE_SFX(NA_SE_EN_LAST2_VOICE_UAUOO2_OLD, 0x50, 3, 0, 0, 0)
/* 0x3A6B */ DEFINE_SFX(NA_SE_EN_LAST2_VOICE_SURPRISED_OLD, 0x50, 3, 0, 0, 0)
/* 0x3A6C */ DEFINE_SFX(NA_SE_EN_LAST2_DAMAGE_OLD, 0x58, 3, 0, 0, 0)
/* 0x3A6D */ DEFINE_SFX(NA_SE_EN_LAST2_DAMAGE2_OLD, 0x58, 3, 0, 0, 0)
/* 0x3A6E */ DEFINE_SFX(NA_SE_EN_LAST2_DEAD_OLD, 0x68, 3, 0, 0, 0)
/* 0x3A6F */ DEFINE_SFX(NA_SE_EN_LAST2_UAUOO_OLD, 0x50, 3, 0, 0, 0)
/* 0x3A70 */ DEFINE_SFX(NA_SE_EN_LAST2_GYM_B_OLD, 0x50, 3, 0, 0, 0)
/* 0x3A71 */ DEFINE_SFX(NA_SE_EN_PIRATE_COOL_LAUGH, 0x30, 1, 0, 0, 0)
/* 0x3A72 */ DEFINE_SFX(NA_SE_EN_PIRATE_CYNICAL, 0x30, 1, 0, 0, 0)
/* 0x3A73 */ DEFINE_SFX(NA_SE_EN_PIRATE_DAMM_BREATH, 0x30, 1, 0, 0, 0)
/* 0x3A74 */ DEFINE_SFX(NA_SE_EN_PIRATE_SHOUT, 0x30, 1, 0, 0, 0)
/* 0x3A75 */ DEFINE_SFX(NA_SE_EN_STAL01_LAUGH, 0x34, 0, 2, 0, 0)
/* 0x3A76 */ DEFINE_SFX(NA_SE_EN_STAL02_LAUGH_SHORT, 0x34, 0, 0, 0, 0)
/* 0x3A77 */ DEFINE_SFX(NA_SE_EN_STAL03_LAUGH_BIG, 0x34, 0, 0, 0, 0)
/* 0x3A78 */ DEFINE_SFX(NA_SE_EN_STAL04_ANGER, 0x34, 0, 0, 0, 0)
/* 0x3A79 */ DEFINE_SFX(NA_SE_EN_STAL05_CYNICAL, 0x34, 0, 0, 0, 0)
/* 0x3A7A */ DEFINE_SFX(NA_SE_EN_STAL06_SURPRISED, 0x34, 0, 0, 0, 0)
/* 0x3A7B */ DEFINE_SFX(NA_SE_EN_STAL07_ANTONISHED, 0x34, 0, 0, 0, 0)
/* 0x3A7C */ DEFINE_SFX(NA_SE_EN_STAL08_CRY_BIG, 0x34, 0, 0, 0, 0)
/* 0x3A7D */ DEFINE_SFX(NA_SE_EN_STAL09_SCREAM, 0x34, 0, 0, 0, 0)
/* 0x3A7E */ DEFINE_SFX(NA_SE_EN_STAL10_LAUGH_SHY, 0x34, 0, 0, 0, 0)
/* 0x3A7F */ DEFINE_SFX(NA_SE_EN_STAL11_LAUGH_SHY2, 0x54, 0, 0, 0, 0)
/* 0x3A80 */ DEFINE_SFX(NA_SE_EN_STAL12_LAUGH_KIDLY, 0x34, 0, 0, 0, 0)
/* 0x3A81 */ DEFINE_SFX(NA_SE_EN_STAL20_CALL_MOON, 0x34, 0, 0, 0, SFX_FLAG_13)
/* 0x3A82 */ DEFINE_SFX(NA_SE_EN_STAL20_CALL_MOON2, 0x34, 0, 0, 0, SFX_FLAG_13)
/* 0x3A83 */ DEFINE_SFX(NA_SE_EN_STAL21_PSYCHO_VOICE, 0x34, 0, 0, 0, 0)
/* 0x3A84 */ DEFINE_SFX(NA_SE_EN_STALKIDS_DOWN_K, 0x30, 5, 0, 0, 0)
/* 0x3A85 */ DEFINE_SFX(NA_SE_EN_AKINDO_FLY, 0x30, 1, 0, 0, 0)
/* 0x3A86 */ DEFINE_SFX(NA_SE_EN_NPC_APPEAR, 0x30, 0, 0, 0, 0)
/* 0x3A87 */ DEFINE_SFX(NA_SE_EN_NPC_FADEAWAY, 0x30, 0, 0, 0, 0)
/* 0x3A88 */ DEFINE_SFX(NA_SE_EN_DEBU_PAUSEx2, 0x34, 3, 2, 0, SFX_FLAG_14)
/* 0x3A89 */ DEFINE_SFX(NA_SE_EN_YASE_PAUSEx2, 0x34, 3, 2, 0, SFX_FLAG_14)
/* 0x3A8A */ DEFINE_SFX(NA_SE_EN_DEBU_HEAD_UP, 0x30, 3, 2, 0, SFX_FLAG_14)
/* 0x3A8B */ DEFINE_SFX(NA_SE_EN_YASE_HEAD_UP, 0x30, 3, 2, 0, SFX_FLAG_14)
/* 0x3A8C */ DEFINE_SFX(NA_SE_EN_STAL22_LAUGH_KID_L, 0x34, 0, 0, 0, 0)
/* 0x3A8D */ DEFINE_SFX(NA_SE_EN_EVIL_POWER, 0x30, 0, 0, 0, 0)
/* 0x3A8E */ DEFINE_SFX(NA_SE_NE_STAL23_COLD, 0x34, 3, 2, 0, SFX_FLAG_12)
/* 0x3A8F */ DEFINE_SFX(NA_SE_EN_STALKIDS_GASAGOSO, 0x30, 5, 0, 0, SFX_FLAG_12)
/* 0x3A90 */ DEFINE_SFX(NA_SE_EN_BOSU_TALK, 0x30, 0, 2, 0, SFX_FLAG_14)
/* 0x3A91 */ DEFINE_SFX(NA_SE_EN_FAMOS_REVERSE1, 0x34, 0, 0, 0, 0)
/* 0x3A92 */ DEFINE_SFX(NA_SE_EN_FAMOS_REVERSE2, 0x34, 0, 0, 0, 0)
/* 0x3A93 */ DEFINE_SFX(NA_SE_EN_FAMOS_FLOAT, 0x30, 6, 0, 0, 0)
/* 0x3A94 */ DEFINE_SFX(NA_SE_EN_FAMOS_FLOAT_REVERSE, 0x30, 6, 0, 0, 0)
/* 0x3A95 */ DEFINE_SFX(NA_SE_EN_KOTAKE_ROLL, 0x30, 5, 0, 0, 0)
/* 0x3A96 */ DEFINE_SFX(NA_SE_EN_KOTAKE_FLY, 0x30, 6, 0, 0, 0)
/* 0x3A97 */ DEFINE_SFX(NA_SE_EN_THIEFBIRD_VOICE, 0x34, 0, 0, 0, 0)
/* 0x3A98 */ DEFINE_SFX(NA_SE_EN_THIEFBIRD_DAMAGE, 0x38, 0, 0, 0, 0)
/* 0x3A99 */ DEFINE_SFX(NA_SE_EN_THIEFBIRD_DEAD, 0x48, 0, 0, 0, 0)
/* 0x3A9A */ DEFINE_SFX(NA_SE_EN_STALKIDS_BODY, 0x30, 0, 2, 0, 0)
/* 0x3A9B */ DEFINE_SFX(NA_SE_EN_STALKIDS_BODY_LEV, 0x30, 5, 2, 0, 0)
/* 0x3A9C */ DEFINE_SFX(NA_SE_EN_BOSU_STAND_RAPID, 0x30, 0, 0, 0, 0)
/* 0x3A9D */ DEFINE_SFX(NA_SE_EN_STAL24_SCREAM2, 0x30, 0, 0, 0, 0)
/* 0x3A9E */ DEFINE_SFX(NA_SE_EN_STALKIDS_EARTHQUAKE, 0x30, 0, 2, 0, 0)
/* 0x3A9F */ DEFINE_SFX(NA_SE_EN_MASK_FLOAT, 0x30, 0, 0, 0, 0)
/* 0x3AA0 */ DEFINE_SFX(NA_SE_EN_STALKIDS_PULLED, 0x30, 0, 0, 0, 0)
/* 0x3AA1 */ DEFINE_SFX(NA_SE_EN_KITA_SALUTE, 0x40, 2, 0, 0, 0)
/* 0x3AA2 */ DEFINE_SFX(NA_SE_EN_KTIA_WALK, 0x32, 0, 2, 0, 0)
/* 0x3AA3 */ DEFINE_SFX(NA_SE_EN_KTIA_PAUSE_K, 0x50, 2, 0, 0, 0)
/* 0x3AA4 */ DEFINE_SFX(NA_SE_EN_KITA_LAUGH_K, 0x50, 2, 0, 0, 0)
/* 0x3AA5 */ DEFINE_SFX(NA_SE_EN_KITA_DAMAGE, 0x58, 2, 0, 0, 0)
/* 0x3AA6 */ DEFINE_SFX(NA_SE_EN_KITA_DEAD, 0x68, 2, 0, 0, 0)
/* 0x3AA7 */ DEFINE_SFX(NA_SE_EN_STALBABY_LAUGH, 0x30, 0, 0, 0, 0)
/* 0x3AA8 */ DEFINE_SFX(NA_SE_EN_STALBABY_SURPRISED, 0x30, 0, 0, 0, 0)
/* 0x3AA9 */ DEFINE_SFX(NA_SE_EN_KITA_BREAK, 0x50, 2, 0, 0, 0)
/* 0x3AAA */ DEFINE_SFX(NA_SE_EN_KITA_ATTACK_W, 0x50, 2, 0, 0, 0)
/* 0x3AAB */ DEFINE_SFX(NA_SE_EN_KONB_WAIT_OLD, 0x30, 3, 0, 0, 0)
/* 0x3AAC */ DEFINE_SFX(NA_SE_EN_DEATH_SCYTHE, 0x54, 5, 0, 0, 0)
/* 0x3AAD */ DEFINE_SFX(NA_SE_EN_DEATH_ROLL, 0x28, 5, 0, 0, 0)
/* 0x3AAE */ DEFINE_SFX(NA_SE_EN_DEATH_SCYTHE_LEV, 0x78, 0, 0, 0, SFX_FLAG_13)
/* 0x3AAF */ DEFINE_SFX(NA_SE_EN_DEATH_SCYTHE_ONGND, 0x78, 0, 0, 0, SFX_FLAG_13)
/* 0x3AB0 */ DEFINE_SFX(NA_SE_EN_DEATH_VOICE, 0x50, 3, 0, 0, 0)
/* 0x3AB1 */ DEFINE_SFX(NA_SE_EN_DEATH_DAMAGE, 0x58, 3, 0, 0, 0)
/* 0x3AB2 */ DEFINE_SFX(NA_SE_EN_DEATH_DEAD, 0x68, 3, 0, 0, 0)
/* 0x3AB3 */ DEFINE_SFX(NA_SE_EN_DEATH_ATTACK, 0x54, 3, 0, 0, 0)
/* 0x3AB4 */ DEFINE_SFX(NA_SE_EN_DEATH_APPEAR, 0x40, 3, 0, 0, 0)
/* 0x3AB5 */ DEFINE_SFX(NA_SE_EN_DEATH_HEARTBREAK, 0x78, 3, 0, 0, 0)
/* 0x3AB6 */ DEFINE_SFX(NA_SE_EN_KONB_MINI_DEAD, 0x48, 0, 0, 0, 0)
/* 0x3AB7 */ DEFINE_SFX(NA_SE_EN_HALF_REDEAD_LOOP, 0x30, 3, 2, 0, 0)
/* 0x3AB8 */ DEFINE_SFX(NA_SE_EN_HALF_REDEAD_SURPRISE, 0x30, 3, 2, 0, 0)
/* 0x3AB9 */ DEFINE_SFX(NA_SE_EN_HALF_REDEAD_SCREAME, 0x30, 3, 2, 0, 0)
/* 0x3ABA */ DEFINE_SFX(NA_SE_EN_HALF_REDEAD_TRANS, 0x30, 3, 0, 0, 0)
/* 0x3ABB */ DEFINE_SFX(NA_SE_EN_GOLON_VOICE_GENERAL, 0x30, 0, 0, 0, 0)
/* 0x3ABC */ DEFINE_SFX(NA_SE_EN_IWAIGORON_EVERYBODY, 0x30, 0, 0, 0, 0)
/* 0x3ABD */ DEFINE_SFX(NA_SE_EN_IWAIGORON_SOLO, 0x30, 3, 3, 0, 0)
/* 0x3ABE */ DEFINE_SFX(NA_SE_EN_ROMANI_WALK, 0x30, 0, 2, 0, 0)
/* 0x3ABF */ DEFINE_SFX(NA_SE_EN_MOON_SCREAM1, 0x30, 0, 0, 0, SFX_FLAG_13)
/* 0x3AC0 */ DEFINE_SFX(NA_SE_EN_MOON_SCREAM2, 0x30, 0, 0, 0, SFX_FLAG_13)
/* 0x3AC1 */ DEFINE_SFX(NA_SE_EN_MOON_SCREAM3, 0x30, 0, 0, 0, SFX_FLAG_13)
/* 0x3AC2 */ DEFINE_SFX(NA_SE_EN_MOON_SCREAM4, 0x30, 0, 0, 0, SFX_FLAG_13)
/* 0x3AC3 */ DEFINE_SFX(NA_SE_EN_STALKIDS_HEADACHE, 0x30, 0, 0, 0, SFX_FLAG_13)
/* 0x3AC4 */ DEFINE_SFX(NA_SE_EN_BIGNUTS_WALK, 0x30, 5, 1, 0, 0)
/* 0x3AC5 */ DEFINE_SFX(NA_SE_EN_KITA_PAUSE, 0x60, 2, 0, 0, 0)
/* 0x3AC6 */ DEFINE_SFX(NA_SE_EN_ANSATSUSYA_LAUGH, 0x70, 0, 0, 0, SFX_FLAG_13)
/* 0x3AC7 */ DEFINE_SFX(NA_SE_EN__copy514, 0x30, 0, 2, 0, 0)
/* 0x3AC8 */ DEFINE_SFX(NA_SE_EN__copy515, 0x30, 0, 2, 0, 0)
/* 0x3AC9 */ DEFINE_SFX(NA_SE_EN__copy516, 0x30, 0, 2, 0, 0)
/* 0x3ACA */ DEFINE_SFX(NA_SE_EN__copy517, 0x30, 0, 2, 0, 0)
/* 0x3ACB */ DEFINE_SFX(NA_SE_EN__copy518, 0x30, 0, 2, 0, 0)
/* 0x3ACC */ DEFINE_SFX(NA_SE_EN__copy519, 0x30, 0, 2, 0, 0)
/* 0x3ACD */ DEFINE_SFX(NA_SE_EN_DALMANI_A, 0x30, 0, 2, 0, 0)
/* 0x3ACE */ DEFINE_SFX(NA_SE_EN_DALMANI_B, 0x30, 0, 2, 0, 0)
/* 0x3ACF */ DEFINE_SFX(NA_SE_EN_DALMANI_C, 0x30, 0, 2, 0, 0)
/* 0x3AD0 */ DEFINE_SFX(NA_SE_EN_DALMANI_D, 0x30, 0, 2, 0, 0)
/* 0x3AD1 */ DEFINE_SFX(NA_SE_EN__2d1, 0x30, 0, 0, 0, 0)
/* 0x3AD2 */ DEFINE_SFX(NA_SE_EN__2d2, 0x30, 0, 0, 0, 0)
/* 0x3AD3 */ DEFINE_SFX(NA_SE_EN_EVIL_POWER_PREDEMO, 0x30, 7, 0, 0, 0)
/* 0x3AD4 */ DEFINE_SFX(NA_SE_EN_KOUME_DAMAGE, 0x30, 4, 1, 0, 0)
/* 0x3AD5 */ DEFINE_SFX(NA_SE_EN_KOUME_DAMAGE2, 0x30, 4, 1, 0, 0)
/* 0x3AD6 */ DEFINE_SFX(NA_SE_EN_KONB_MINI_APPEAR, 0x30, 3, 2, 0, 0)
/* 0x3AD7 */ DEFINE_SFX(NA_SE_EN_IRONNACK_DAMAGE, 0x48, 3, 0, 0, 0)
/* 0x3AD8 */ DEFINE_SFX(NA_SE_EN_IRONNACK_DEAD, 0x58, 3, 0, 0, 0)
/* 0x3AD9 */ DEFINE_SFX(NA_SE_EN_ANSATSUSYA_ONGND, 0x30, 0, 0, 0, 0)
/* 0x3ADA */ DEFINE_SFX(NA_SE_EN_ANSATSUSYA_ROCK, 0x30, 3, 0, 0, 0)
/* 0x3ADB */ DEFINE_SFX(NA_SE_EN_REDEAD_REVERSE, 0x36, 0, 0, 0, 0)
/* 0x3ADC */ DEFINE_SFX(NA_SE_EN_STALKIDS_NOSE, 0x40, 2, 0, 0, 0)
/* 0x3ADD */ DEFINE_SFX(NA_SE_EN_KITA_SNORE, 0x30, 0, 0, 0, 0)
/* 0x3ADE */ DEFINE_SFX(NA_SE_EN_IRONNACK_DASH, 0x30, 0, 0, 0, 0)
/* 0x3ADF */ DEFINE_SFX(NA_SE_EN_TUBOOCK_FLY, 0x30, 0, 0, 0, 0)
+477
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@@ -0,0 +1,477 @@
/**
* Sfx Environment Bank
*
* DEFINE_SFX should be used for all sfx define in the environment bank from sequence 0
* - Argument 0: Enum value for this sfx
* - Argument 1: Importance for deciding which sfx to prioritize. Higher values have greater importance
* - Argument 2: Slows the decay of volume with distance (a 3-bit number ranging from 0-7)
* - Argument 3: Applies increasingly random offsets to frequency (a 2-bit number ranging from 0-3)
* - Argument 4: Various flags to add properties to the sfx
* - 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, 0, SFX_FLAG_10 | SFX_FLAG_9)
/* 0x2801 */ DEFINE_SFX(NA_SE_EV_DOOR_CLOSE, 0x80, 0, 1, 0, 0)
/* 0x2802 */ DEFINE_SFX(NA_SE_EV_EXPLOSION, 0x30, 0, 0, 0, 0)
/* 0x2803 */ DEFINE_SFX(NA_SE_EV_HORSE_WALK, 0x60, 0, 1, 0, 0)
/* 0x2804 */ DEFINE_SFX(NA_SE_EV_HORSE_RUN, 0x60, 0, 1, 0, 0)
/* 0x2805 */ DEFINE_SFX(NA_SE_EV_HORSE_NEIGH, 0x70, 0, 1, 0, 0)
/* 0x2806 */ DEFINE_SFX(NA_SE_EV_RIVER_STREAM, 0x30, 0, 2, 0, SFX_FLAG_10)
/* 0x2807 */ DEFINE_SFX(NA_SE_EV_WATER_WALL_BIG, 0x70, 2, 0, 0, 0)
/* 0x2808 */ DEFINE_SFX(NA_SE_EV_OUT_OF_WATER, 0x30, 0, 1, 0, 0)
/* 0x2809 */ DEFINE_SFX(NA_SE_EV_DIVE_WATER, 0x30, 0, 1, 0, 0)
/* 0x280A */ DEFINE_SFX(NA_SE_EV_ROCK_SLIDE, 0x80, 2, 0, 0, 0)
/* 0x280B */ DEFINE_SFX(NA_SE_EV_MAGMA_LEVEL, 0xA0, 3, 0, 0, 0)
/* 0x280C */ DEFINE_SFX(NA_SE_EV_BRIDGE_OPEN, 0x30, 3, 0, 0, SFX_FLAG_8)
/* 0x280D */ DEFINE_SFX(NA_SE_EV_BRIDGE_CLOSE, 0x30, 3, 0, 0, 0)
/* 0x280E */ DEFINE_SFX(NA_SE_EV_BRIDGE_OPEN_STOP, 0x30, 3, 0, 0, 0)
/* 0x280F */ DEFINE_SFX(NA_SE_EV_BRIDGE_CLOSE_STOP, 0x30, 3, 0, 0, 0)
/* 0x2810 */ DEFINE_SFX(NA_SE_EV_WALL_BROKEN, 0x30, 2, 0, 0, 0)
/* 0x2811 */ DEFINE_SFX(NA_SE_EV_CHICKEN_CRY_N, 0x30, 0, 1, 0, 0)
/* 0x2812 */ DEFINE_SFX(NA_SE_EV_CHICKEN_CRY_A, 0x30, 0, 1, 0, 0)
/* 0x2813 */ DEFINE_SFX(NA_SE_EV_CHICKEN_CRY_M, 0x50, 0, 0, 0, 0)
/* 0x2814 */ DEFINE_SFX(NA_SE_EV_SLIDE_DOOR_OPEN, 0x60, 2, 0, 0, 0)
/* 0x2815 */ DEFINE_SFX(NA_SE_EV_FOOT_SWITCH, 0x30, 3, 0, 0, 0)
/* 0x2816 */ DEFINE_SFX(NA_SE_EV_HORSE_GROAN, 0x60, 0, 0, 0, 0)
/* 0x2817 */ DEFINE_SFX(NA_SE_EV_BOMB_DROP_WATER, 0x30, 2, 2, 0, 0)
/* 0x2818 */ DEFINE_SFX(NA_SE_EV_HORSE_JUMP, 0x30, 0, 0, 0, 0)
/* 0x2819 */ DEFINE_SFX(NA_SE_EV_HORSE_LAND, 0x40, 0, 0, 0, 0)
/* 0x281A */ DEFINE_SFX(NA_SE_EV_HORSE_SLIP, 0x68, 0, 0, 0, 0)
/* 0x281B */ DEFINE_SFX(NA_SE_EV_WHITE_FAIRY_DASH, 0x58, 0, 1, 0, 0)
/* 0x281C */ DEFINE_SFX(NA_SE_EV_SLIDE_DOOR_CLOSE, 0x60, 0, 0, 0, 0)
/* 0x281D */ DEFINE_SFX(NA_SE_EV_BIGWALL_BOUND, 0x70, 3, 0, 0, 0)
/* 0x281E */ DEFINE_SFX(NA_SE_EV_STONE_STATUE_OPEN, 0x30, 3, 1, 0, 0)
/* 0x281F */ DEFINE_SFX(NA_SE_EV_TBOX_UNLOCK, 0x30, 0, 0, 0, 0)
/* 0x2820 */ DEFINE_SFX(NA_SE_EV_TBOX_OPEN, 0x30, 0, 0, 0, 0)
/* 0x2821 */ DEFINE_SFX(NA_SE_SY_TIMER, 0xA0, 0, 0, 0, SFX_FLAG_13 | SFX_FLAG_3)
/* 0x2822 */ DEFINE_SFX(NA_SE_EV_FLAME_IGNITION, 0x20, 2, 0, 0, 0)
/* 0x2823 */ DEFINE_SFX(NA_SE_EV_SPEAR_HIT, 0x30, 0, 0, 0, 0)
/* 0x2824 */ DEFINE_SFX(NA_SE_EV_ELEVATOR_MOVE, 0x30, 0, 0, 0, SFX_FLAG_11)
/* 0x2825 */ DEFINE_SFX(NA_SE_EV_WARP_HOLE, 0x30, 0, 0, 0, SFX_FLAG_15 | SFX_FLAG_11)
/* 0x2826 */ DEFINE_SFX(NA_SE_EV_LINK_WARP, 0x30, 0, 0, 0, SFX_FLAG_15)
/* 0x2827 */ DEFINE_SFX(NA_SE_EV_PILLAR_SINK, 0x30, 2, 0, 0, 0)
/* 0x2828 */ DEFINE_SFX(NA_SE_EV_WATER_WALL, 0x30, 0, 0, 0, 0)
/* 0x2829 */ DEFINE_SFX(NA_SE_EV_RIVER_STREAM_S, 0x30, 0, 0, 0, 0)
/* 0x282A */ DEFINE_SFX(NA_SE_EV_RIVER_STREAM_F, 0x30, 0, 0, 0, 0)
/* 0x282B */ DEFINE_SFX(NA_SE_EV_KID_HORSE_LAND2, 0x60, 0, 0, 0, 0)
/* 0x282C */ DEFINE_SFX(NA_SE_EV_KID_HORSE_SANDDUST, 0x60, 0, 0, 0, SFX_FLAG_10)
/* 0x282D */ DEFINE_SFX(NA_SE_EV_DUMMY_45, 0x30, 0, 0, 0, 0)
/* 0x282E */ DEFINE_SFX(NA_SE_EV_LIGHTNING, 0x80, 0, 0, 0, 0)
/* 0x282F */ DEFINE_SFX(NA_SE_EV_BOMB_BOUND, 0x30, 0, 2, 0, 0)
/* 0x2830 */ DEFINE_SFX(NA_SE_EV_WATERDROP, 0x30, 0, 1, 0, 0)
/* 0x2831 */ DEFINE_SFX(NA_SE_EV_TORCH, 0x10, 0, 0, 0, 0)
/* 0x2832 */ DEFINE_SFX(NA_SE_EV_MAGMA_LEVEL_M, 0xA0, 3, 0, 0, 0)
/* 0x2833 */ DEFINE_SFX(NA_SE_EV_FIRE_PILLAR, 0x30, 0, 0, 0, SFX_FLAG_8)
/* 0x2834 */ DEFINE_SFX(NA_SE_EV_FIRE_PLATE, 0x30, 0, 0, 0, SFX_FLAG_4)
/* 0x2835 */ DEFINE_SFX(NA_SE_EV_BLOCK_BOUND, 0x30, 3, 0, 0, 0)
/* 0x2836 */ DEFINE_SFX(NA_SE_EV_METALDOOR_SLIDE, 0x60, 3, 0, SFX_FLAG2_6, 0)
/* 0x2837 */ DEFINE_SFX(NA_SE_EV_METALDOOR_STOP, 0x30, 0, 0, 0, 0)
/* 0x2838 */ DEFINE_SFX(NA_SE_EV_BLOCK_SHAKE, 0x30, 0, 0, 0, 0)
/* 0x2839 */ DEFINE_SFX(NA_SE_EV_BOX_BREAK, 0x30, 2, 0, 0, 0)
/* 0x283A */ DEFINE_SFX(NA_SE_EV_HAMMER_SWITCH, 0x30, 0, 0, 0, 0)
/* 0x283B */ DEFINE_SFX(NA_SE_EV_MAGMA_LEVEL_L, 0xA0, 3, 0, 0, 0)
/* 0x283C */ DEFINE_SFX(NA_SE_EV_SPEAR_FENCE, 0x30, 0, 0, 0, 0)
/* 0x283D */ DEFINE_SFX(NA_SE_EV_WATERDROP_GRD, 0x30, 0, 0, 0, 0)
/* 0x283E */ DEFINE_SFX(NA_SE_EV_EXPLSION_LONG, 0x30, 3, 0, 0, 0)
/* 0x283F */ DEFINE_SFX(NA_SE_EV_WATER_WALL_BIG_SILENT, 0x70, 0, 0, 0, 0)
/* 0x2840 */ DEFINE_SFX(NA_SE_EV_DESERT_WARPHOLE, 0x60, 0, 0, 0, SFX_FLAG_15)
/* 0x2841 */ DEFINE_SFX(NA_SE_EV_FOUNTAIN, 0x30, 0, 0, 0, SFX_FLAG_15)
/* 0x2842 */ DEFINE_SFX(NA_SE_EV_KID_HORSE_WALK, 0x60, 0, 0, 0, 0)
/* 0x2843 */ DEFINE_SFX(NA_SE_EV_KID_HORSE_RUN, 0x60, 0, 0, 0, 0)
/* 0x2844 */ DEFINE_SFX(NA_SE_EV_KID_HORSE_NEIGH, 0x60, 0, 0, 0, 0)
/* 0x2845 */ DEFINE_SFX(NA_SE_EV_KID_HORSE_GROAN, 0x60, 0, 0, 0, 0)
/* 0x2846 */ DEFINE_SFX(NA_SE_EV_S_STONE_FLASH, 0x30, 3, 0, 0, SFX_FLAG_13)
/* 0x2847 */ DEFINE_SFX(NA_SE_EV_LIGHT_GATHER, 0x30, 0, 0, 0, 0)
/* 0x2848 */ DEFINE_SFX(NA_SE_EV_TREE_CUT, 0x30, 0, 0, 0, 0)
/* 0x2849 */ DEFINE_SFX(NA_SE_EV_VOLCANO, 0x30, 0, 0, 0, SFX_FLAG_13 | SFX_FLAG_4)
/* 0x284A */ DEFINE_SFX(NA_SE_EV_POSTMAN_WALK, 0x30, 0, 1, 0, 0)
/* 0x284B */ DEFINE_SFX(NA_SE_EV_POSTMACHINE_HIT_OPEN, 0x60, 0, 0, 0, 0)
/* 0x284C */ DEFINE_SFX(NA_SE_EV_POSTMACHINE_OPEN, 0x60, 3, 0, 0, 0)
/* 0x284D */ DEFINE_SFX(NA_SE_EV_CHINETRAP_DOWN, 0x30, 0, 0, 0, 0)
/* 0x284E */ DEFINE_SFX(NA_SE_EV_PLANT_BROKEN, 0x58, 1, 0, 0, 0)
/* 0x284F */ DEFINE_SFX(NA_SE_EV_STONE_SWITCH_ON, 0x30, 0, 0, 0, 0)
/* 0x2850 */ DEFINE_SFX(NA_SE_EV_FLUTTER_FLAG, 0x30, 0, 0, 0, 0)
/* 0x2851 */ DEFINE_SFX(NA_SE_EV_TRAP_BOUND, 0x40, 0, 0, 0, 0)
/* 0x2852 */ DEFINE_SFX(NA_SE_EV_ROCK_BROKEN, 0x30, 3, 3, 0, 0)
/* 0x2853 */ DEFINE_SFX(NA_SE_EV_FANTOM_WARP_S2, 0x70, 2, 0, 0, 0)
/* 0x2854 */ DEFINE_SFX(NA_SE_EV_FANTOM_WARP_L2, 0x60, 2, 0, 0, 0)
/* 0x2855 */ DEFINE_SFX(NA_SE_EV_COFFIN_CAP_OPEN, 0x30, 0, 0, 0, 0)
/* 0x2856 */ DEFINE_SFX(NA_SE_EV_TRE_BOX_BOUND, 0x60, 1, 1, 0, 0)
/* 0x2857 */ DEFINE_SFX(NA_SE_EV_WIND_TRAP, 0x30, 2, 0, 0, 0)
/* 0x2858 */ DEFINE_SFX(NA_SE_EV_TRAP_OBJ_SLIDE, 0x30, 0, 0, 0, 0)
/* 0x2859 */ DEFINE_SFX(NA_SE_EV_METALDOOR_OPEN, 0x90, 3, 0, 0, 0)
/* 0x285A */ DEFINE_SFX(NA_SE_EV_METALDOOR_CLOSE, 0x90, 3, 0, 0, 0)
/* 0x285B */ DEFINE_SFX(NA_SE_EV_BURN_OUT, 0x30, 0, 0, 0, 0)
/* 0x285C */ DEFINE_SFX(NA_SE_EV_BLOCKSINK, 0x30, 2, 0, 0, 0)
/* 0x285D */ DEFINE_SFX(NA_SE_EV_CROWD, 0x30, 0, 0, 0, SFX_FLAG_13 | SFX_FLAG_12 | SFX_FLAG_11)
/* 0x285E */ DEFINE_SFX(NA_SE_EV_WATER_LEVEL_DOWN, 0x30, 0, 0, 0, 0)
/* 0x285F */ DEFINE_SFX(NA_SE_EV_NAVY_VANISH, 0x30, 0, 0, 0, 0)
/* 0x2860 */ DEFINE_SFX(NA_SE_EV_STONE_SWITCH_OFF, 0x30, 3, 0, 0, 0)
/* 0x2861 */ DEFINE_SFX(NA_SE_EV_WEB_VIBRATION, 0x30, 0, 0, 0, 0)
/* 0x2862 */ DEFINE_SFX(NA_SE_EV_ICE_STAND_APPEAR, 0x30, 0, 0, 0, 0)
/* 0x2863 */ DEFINE_SFX(NA_SE_EV_ROLL_STAND, 0x30, 3, 0, 0, 0)
/* 0x2864 */ DEFINE_SFX(NA_SE_EV_SEESAW_WATER_BOUND, 0x30, 0, 1, 0, 0)
/* 0x2865 */ DEFINE_SFX(NA_SE_EV_SECOM_CONVEYOR, 0x30, 0, 0, 0, 0)
/* 0x2866 */ DEFINE_SFX(NA_SE_EV_WOODDOOR_OPEN, 0x30, 0, 0, 0, 0)
/* 0x2867 */ DEFINE_SFX(NA_SE_EV_METALGATE_OPEN, 0x30, 0, 0, 0, 0)
/* 0x2868 */ DEFINE_SFX(NA_SE_IT_SCOOP_UP_WATER, 0x30, 0, 0, 0, 0)
/* 0x2869 */ DEFINE_SFX(NA_SE_EV_FISH_LEAP, 0x30, 0, 0, 0, 0)
/* 0x286A */ DEFINE_SFX(NA_SE_EV_KAKASHI_SWING, 0x30, 0, 0, 0, 0)
/* 0x286B */ DEFINE_SFX(NA_SE_EV_KAKASHI_ROLL, 0x30, 0, 0, 0, 0)
/* 0x286C */ DEFINE_SFX(NA_SE_EV_BOTTLE_CAP_OPEN, 0x30, 3, 0, 0, 0)
/* 0x286D */ DEFINE_SFX(NA_SE_EV_G_STONE_CRUSH, 0x30, 3, 0, 0, SFX_FLAG_11)
/* 0x286E */ DEFINE_SFX(NA_SE_EV_KAKASH_LONGI_ROLL, 0x30, 0, 0, 0, 0)
/* 0x286F */ DEFINE_SFX(NA_SE_EV_SUN_MARK_FLASH, 0x30, 3, 0, 0, 0)
/* 0x2870 */ DEFINE_SFX(NA_SE_EV_FALL_DOWN_DIRT, 0x30, 0, 0, 0, 0)
/* 0x2871 */ DEFINE_SFX(NA_SE_EV_SEESAW_BOUND, 0x30, 0, 0, 0, 0)
/* 0x2872 */ DEFINE_SFX(NA_SE_EV_FAIRY_ATTACK, 0x30, 0, 2, 0, 0)
/* 0x2873 */ DEFINE_SFX(NA_SE_EV_WOOD_HIT, 0x30, 0, 0, 0, 0)
/* 0x2874 */ DEFINE_SFX(NA_SE_EV_SCOOPUP_WATER, 0x30, 0, 0, 0, 0)
/* 0x2875 */ DEFINE_SFX(NA_SE_EV_DROP_FALL, 0x30, 0, 0, 0, 0)
/* 0x2876 */ DEFINE_SFX(NA_SE_EV_WOOD_GEAR, 0x30, 2, 0, 0, 0)
/* 0x2877 */ DEFINE_SFX(NA_SE_EV_TREE_SWING, 0x60, 0, 0, 0, 0)
/* 0x2878 */ DEFINE_SFX(NA_SE_EV_AUTO_DOOR_CLOSE, 0x30, 0, 1, 0, SFX_FLAG_10 | SFX_FLAG_9)
/* 0x2879 */ DEFINE_SFX(NA_SE_EV_NAVY_FLY_REBIRTH, 0x30, 2, 0, 0, 0)
/* 0x287A */ DEFINE_SFX(NA_SE_EV_CHAINLIFT_STOP, 0x30, 2, 0, 0, 0)
/* 0x287B */ DEFINE_SFX(NA_SE_EV_TRE_BOX_APPEAR, 0x80, 2, 0, 0, 0)
/* 0x287C */ DEFINE_SFX(NA_SE_EV_CHAIN_KEY_UNLOCK, 0x40, 0, 0, 0, 0)
/* 0x287D */ DEFINE_SFX(NA_SE_EV_SPINE_TRAP_MOVE, 0x1C, 0, 0, 0, 0)
/* 0x287E */ DEFINE_SFX(NA_SE_EV_HEALING, 0x30, 0, 0, 0, 0)
/* 0x287F */ DEFINE_SFX(NA_SE_EV_GREAT_FAIRY_APPEAR, 0x30, 0, 0, 0, 0)
/* 0x2880 */ DEFINE_SFX(NA_SE_EV_GREAT_FAIRY_VANISH, 0x30, 0, 0, 0, 0)
/* 0x2881 */ DEFINE_SFX(NA_SE_EV_RED_EYE, 0x30, 0, 0, 0, 0)
/* 0x2882 */ DEFINE_SFX(NA_SE_EV_ROLL_STAND_2, 0x30, 0, 0, 0, 0)
/* 0x2883 */ DEFINE_SFX(NA_SE_EV_WALL_SLIDE, 0x30, 0, 0, 0, 0)
/* 0x2884 */ DEFINE_SFX(NA_SE_EV_TRE_BOX_FLASH, 0x30, 0, 0, 0, 0)
/* 0x2885 */ DEFINE_SFX(NA_SE_EV_WINDMILL_LEVEL, 0x60, 4, 0, 0, 0)
/* 0x2886 */ DEFINE_SFX(NA_SE_EV_GOTO_HEAVEN, 0x30, 0, 0, 0, SFX_FLAG_11)
/* 0x2887 */ DEFINE_SFX(NA_SE_EV_POT_BROKEN, 0x30, 0, 1, 0, 0)
/* 0x2888 */ DEFINE_SFX(NA_SE_PL_PUT_DOWN_POT, 0x30, 0, 0, 0, 0)
/* 0x2889 */ DEFINE_SFX(NA_SE_EV_DIVE_INTO_WATER, 0x60, 0, 0, 0, 0)
/* 0x288A */ DEFINE_SFX(NA_SE_EV_JUMP_OUT_WATER, 0x60, 0, 0, 0, 0)
/* 0x288B */ DEFINE_SFX(NA_SE_EV_ICE_PIECE, 0x30, 0, 0, 0, 0)
/* 0x288C */ DEFINE_SFX(NA_SE_EV_TRIFORCE, 0x30, 0, 0, 0, 0)
/* 0x288D */ DEFINE_SFX(NA_SE_EV_AURORA, 0x30, 0, 0, 0, 0)
/* 0x288E */ DEFINE_SFX(NA_SE_EV_CHIBI_FAIRY_SAVED, 0x60, 3, 0, 0, 0)
/* 0x288F */ DEFINE_SFX(NA_SE_EV_BUYOSTAND_RISING, 0x30, 3, 0, 0, 0)
/* 0x2890 */ DEFINE_SFX(NA_SE_EV_BUYOSTAND_FALL, 0x30, 3, 0, 0, 0)
/* 0x2891 */ DEFINE_SFX(NA_SE_EV_MILK_POT_BROKEN, 0x80, 0, 0, 0, 0)
/* 0x2892 */ DEFINE_SFX(NA_SE_EV_CHAIR_ROLL, 0x30, 0, 0, 0, SFX_FLAG_13)
/* 0x2893 */ DEFINE_SFX(NA_SE_EV_STONEDOOR_STOP, 0x30, 3, 0, 0, 0)
/* 0x2894 */ DEFINE_SFX(NA_SE_EV_S_STONE_REVIVAL, 0x30, 0, 0, 0, 0)
/* 0x2895 */ DEFINE_SFX(NA_SE_EV_WATER_TANK, 0x30, 0, 0, 0, 0)
/* 0x2896 */ DEFINE_SFX(NA_SE_EV_HUMAN_BOUND, 0x30, 0, 2, 0, 0)
/* 0x2897 */ DEFINE_SFX(NA_SE_EV_TOILET_WATER, 0x30, 0, 0, 0, 0)
/* 0x2898 */ DEFINE_SFX(NA_SE_EV_EARTHQUAKE, 0x30, 0, 0, 0, 0)
/* 0x2899 */ DEFINE_SFX(NA_SE_EV_SWEEP, 0x30, 0, 0, 0, 0)
/* 0x289A */ DEFINE_SFX(NA_SE_EV_GOD_LIGHTBALL_2, 0x30, 0, 0, 0, 0)
/* 0x289B */ DEFINE_SFX(NA_SE_EV_RUN_AROUND, 0x30, 0, 0, 0, 0)
/* 0x289C */ DEFINE_SFX(NA_SE_EV_CONSENTRATION, 0x30, 0, 0, 0, SFX_FLAG_11)
/* 0x289D */ DEFINE_SFX(NA_SE_EV_TIMETRIP_LIGHT, 0x30, 0, 0, 0, SFX_FLAG_11)
/* 0x289E */ DEFINE_SFX(NA_SE_EV_DOOR_BELL, 0x30, 2, 0, 0, 0)
/* 0x289F */ DEFINE_SFX(NA_SE_EV_BOUND_ON_MAGMA, 0x30, 3, 0, 0, 0)
/* 0x28A0 */ DEFINE_SFX(NA_SE_EV_HONEYCOMB_FALL, 0x30, 0, 0, 0, 0)
/* 0x28A1 */ DEFINE_SFX(NA_SE_EV_JUMP_CONC, 0x30, 0, 0, 0, 0)
/* 0x28A2 */ DEFINE_SFX(NA_SE_EV_ICE_MELT, 0x30, 0, 0, 0, 0)
/* 0x28A3 */ DEFINE_SFX(NA_SE_EV_FIRE_PILLAR_S, 0x30, 0, 0, 0, 0)
/* 0x28A4 */ DEFINE_SFX(NA_SE_EV_BLOCK_RISING, 0x20, 3, 0, 0, 0)
/* 0x28A5 */ DEFINE_SFX(NA_SE_EV_CHINCLE_SPELL_EFFECT, 0x30, 0, 0, 0, 0)
/* 0x28A6 */ DEFINE_SFX(NA_SE_EV_LINK_WARP_IN, 0x30, 0, 0, 0, SFX_FLAG_15)
/* 0x28A7 */ DEFINE_SFX(NA_SE_EV_LINK_WARP_OUT, 0x30, 0, 0, 0, 0)
/* 0x28A8 */ DEFINE_SFX(NA_SE_EV_FIATY_HEAL, 0x30, 0, 0, 0, 0)
/* 0x28A9 */ DEFINE_SFX(NA_SE_EV_CHAIN_KEY_UNLOCK_B, 0x30, 0, 0, 0, 0)
/* 0x28AA */ DEFINE_SFX(NA_SE_EV_WOODBOX_BREAK, 0x70, 2, 0, 0, 0)
/* 0x28AB */ DEFINE_SFX(NA_SE_EV_PUT_DOWN_WOODBOX, 0x30, 0, 0, 0, 0)
/* 0x28AC */ DEFINE_SFX(NA_SE_EV_LAND_DIRT, 0x30, 0, 0, 0, 0)
/* 0x28AD */ DEFINE_SFX(NA_SE_EV_FLOOR_ROLLING, 0x30, 0, 0, 0, 0)
/* 0x28AE */ DEFINE_SFX(NA_SE_EV_DOG_CRY_EVENING, 0x50, 0, 0, 0, 0)
/* 0x28AF */ DEFINE_SFX(NA_SE_EV_JABJAB_HICCUP, 0x30, 0, 0, 0, 0)
/* 0x28B0 */ DEFINE_SFX(NA_SE_EV_STICK_SWING, 0x30, 0, 0, 0, 0)
/* 0x28B1 */ DEFINE_SFX(NA_SE_EV_FROG_JUMP, 0x30, 0, 0, 0, 0)
/* 0x28B2 */ DEFINE_SFX(NA_SE_EV_ICE_FREEZE, 0x30, 3, 0, 0, SFX_FLAG_13)
/* 0x28B3 */ DEFINE_SFX(NA_SE_EV_BURNING, 0x20, 0, 0, 0, 0)
/* 0x28B4 */ DEFINE_SFX(NA_SE_EV_WOODPLATE_BOUND, 0x30, 0, 3, 0, 0)
/* 0x28B5 */ DEFINE_SFX(NA_SE_EV_MOON_CRY, 0x30, 0, 0, 0, SFX_FLAG_13)
/* 0x28B6 */ DEFINE_SFX(NA_SE_EV_JABJAB_GROAN, 0x30, 0, 0, 0, 0)
/* 0x28B7 */ DEFINE_SFX(NA_SE_EV_WAVE_S, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x28B8 */ DEFINE_SFX(NA_SE_EV_BIGBALL_ROLL, 0x30, 0, 0, 0, 0)
/* 0x28B9 */ DEFINE_SFX(NA_SE_EV_ELEVATOR_MOVE3, 0x30, 0, 0, 0, 0)
/* 0x28BA */ DEFINE_SFX(NA_SE_EV_DIAMOND_SWITCH, 0x30, 2, 0, 0, 0)
/* 0x28BB */ DEFINE_SFX(NA_SE_EV_FLAME_OF_FIRE, 0x30, 3, 0, 0, 0)
/* 0x28BC */ DEFINE_SFX(NA_SE_EV_FISH_GROW_UP, 0x30, 2, 0, 0, 0)
/* 0x28BD */ DEFINE_SFX(NA_SE_EV_FLYING_AIR, 0x30, 0, 0, 0, 0)
/* 0x28BE */ DEFINE_SFX(NA_SE_EV_PASS_AIR, 0x30, 0, 0, 0, 0)
/* 0x28BF */ DEFINE_SFX(NA_SE_EV_COME_UP_DEKU_JR, 0x30, 0, 0, 0, 0)
/* 0x28C0 */ DEFINE_SFX(NA_SE_EV_SAND_STORM, 0x30, 0, 0, 0, 0)
/* 0x28C1 */ DEFINE_SFX(NA_SE_EV_BOILED_WATER_S, 0x30, 6, 0, 0, 0)
/* 0x28C2 */ DEFINE_SFX(NA_SE_EV_GRAVE_EXPLOSION, 0xA0, 3, 0, 0, 0)
/* 0x28C3 */ DEFINE_SFX(NA_SE_EV_LURE_MOVE_W, 0x30, 0, 0, 0, 0)
/* 0x28C4 */ DEFINE_SFX(NA_SE_EV_POT_MOVE_START, 0x30, 0, 0, 0, 0)
/* 0x28C5 */ DEFINE_SFX(NA_SE_EV_DIVE_INTO_WATER_L, 0x30, 0, 0, 0, 0)
/* 0x28C6 */ DEFINE_SFX(NA_SE_EV_OUT_OF_WATER_L, 0x30, 0, 0, 0, 0)
/* 0x28C7 */ DEFINE_SFX(NA_SE_EV_BOILED_WATER_L, 0x30, 0, 0, 0, 0)
/* 0x28C8 */ DEFINE_SFX(NA_SE_EV_DIG_UP, 0x30, 0, 0, 0, 0)
/* 0x28C9 */ DEFINE_SFX(NA_SE_EV_WOOD_BOUND, 0x30, 0, 0, 0, 0)
/* 0x28CA */ DEFINE_SFX(NA_SE_EV_WATER_BUBBLE, 0x30, 0, 3, 0, 0)
/* 0x28CB */ DEFINE_SFX(NA_SE_EV_ICE_BROKEN, 0x30, 2, 0, 0, 0)
/* 0x28CC */ DEFINE_SFX(NA_SE_EV_FROG_GROW_UP, 0x30, 2, 0, 0, 0)
/* 0x28CD */ DEFINE_SFX(NA_SE_EV_WATER_CONVECTION, 0x30, 0, 0, 0, 0)
/* 0x28CE */ DEFINE_SFX(NA_SE_EV_GROUND_GATE_OPEN, 0x30, 3, 0, 0, 0)
/* 0x28CF */ DEFINE_SFX(NA_SE_EV_FACE_BREAKDOWN, 0x30, 3, 0, 0, 0)
/* 0x28D0 */ DEFINE_SFX(NA_SE_EV_TOILET_HAND_APPEAR, 0x30, 0, 0, 0, 0)
/* 0x28D1 */ DEFINE_SFX(NA_SE_EV_TOILET_HAND_VANISH, 0x30, 3, 2, 0, SFX_FLAG_14)
/* 0x28D2 */ DEFINE_SFX(NA_SE_EV_ROUND_TRAP_MOVE, 0x30, 0, 0, 0, 0)
/* 0x28D3 */ DEFINE_SFX(NA_SE_EV_HIT_SOUND, 0x30, 0, 0, 0, 0)
/* 0x28D4 */ DEFINE_SFX(NA_SE_EV_ICE_SWING, 0x30, 0, 0, 0, 0)
/* 0x28D5 */ DEFINE_SFX(NA_SE_EV_DOWN_TO_GROUND, 0x30, 0, 0, 0, 0)
/* 0x28D6 */ DEFINE_SFX(NA_SE_EV_BIG_TORTOISE_SWIM, 0x60, 3, 2, 0, 0)
/* 0x28D7 */ DEFINE_SFX(NA_SE_EV_TORTOISE_WAKE_UP, 0x80, 0, 0, 0, SFX_FLAG_13)
/* 0x28D8 */ DEFINE_SFX(NA_SE_EV_SMALL_DOG_BARK, 0x50, 0, 0, 0, 0)
/* 0x28D9 */ DEFINE_SFX(NA_SE_EV_RUPY_FALL, 0x60, 0, 0, 0, 0)
/* 0x28DA */ DEFINE_SFX(NA_SE_EV_RAIN, 0x90, 0, 0, 0, 0)
/* 0x28DB */ DEFINE_SFX(NA_SE_EV_IRON_DOOR_OPEN, 0x30, 0, 0, 0, 0)
/* 0x28DC */ DEFINE_SFX(NA_SE_EV_IRON_DOOR_CLOSE, 0x30, 0, 0, 0, 0)
/* 0x28DD */ DEFINE_SFX(NA_SE_EV_WHIRLPOOL, 0x30, 0, 0, 0, 0)
/* 0x28DE */ DEFINE_SFX(NA_SE_EV_BIG_TORTOISE_ROLL, 0x60, 0, 0, 0, SFX_FLAG_13)
/* 0x28DF */ DEFINE_SFX(NA_SE_EV_COW_CRY, 0x30, 0, 0, 0, 0)
/* 0x28E0 */ DEFINE_SFX(NA_SE_EV_METAL_BOX_BOUND, 0x30, 0, 0, 0, 0)
/* 0x28E1 */ DEFINE_SFX(NA_SE_EV_ELECTRIC_EXPLOSION, 0x30, 3, 0, 0, 0)
/* 0x28E2 */ DEFINE_SFX(NA_SE_EV_HEAVY_THROW, 0x30, 3, 0, 0, 0)
/* 0x28E3 */ DEFINE_SFX(NA_SE_EV_FROG_CRY_0, 0x30, 0, 0, 0, 0)
/* 0x28E4 */ DEFINE_SFX(NA_SE_EV_FROG_CRY_1, 0x30, 0, 0, 0, 0)
/* 0x28E5 */ DEFINE_SFX(NA_SE_EV_COW_CRY_LV, 0x30, 0, 0, 0, 0)
/* 0x28E6 */ DEFINE_SFX(NA_SE_EV_RONRON_DOOR_CLOSE, 0x30, 0, 0, 0, 0)
/* 0x28E7 */ DEFINE_SFX(NA_SE_EV_BUTTERFRY_TO_FAIRY, 0x30, 0, 0, 0, 0)
/* 0x28E8 */ DEFINE_SFX(NA_SE_EV_FIVE_COUNT_LUPY, 0xA0, 0, 0, 0, SFX_FLAG_11)
/* 0x28E9 */ DEFINE_SFX(NA_SE_EV_STONE_GROW_UP, 0x30, 0, 0, 0, 0)
/* 0x28EA */ DEFINE_SFX(NA_SE_EV_STONE_LAUNCH, 0x30, 0, 0, 0, 0)
/* 0x28EB */ DEFINE_SFX(NA_SE_EV_STONE_ROLLING, 0x30, 0, 0, 0, 0)
/* 0x28EC */ DEFINE_SFX(NA_SE_EV_TOGE_STICK_ROLLING, 0x30, 2, 0, 0, 0)
/* 0x28ED */ DEFINE_SFX(NA_SE_EV_TOWER_ENERGY, 0x30, 0, 0, 0, 0)
/* 0x28EE */ DEFINE_SFX(NA_SE_EV_MOON_LIGHT_PILLAR, 0x30, 3, 0, 0, 0)
/* 0x28EF */ DEFINE_SFX(NA_SE_EV_MONKEY_WALK, 0x20, 0, 0, 0, 0)
/* 0x28F0 */ DEFINE_SFX(NA_SE_EV_KNIGHT_WALK, 0x30, 0, 0, 0, 0)
/* 0x28F1 */ DEFINE_SFX(NA_SE_EV_PILLAR_MOVE_STOP, 0x30, 0, 1, 0, 0)
/* 0x28F2 */ DEFINE_SFX(NA_SE_EV_WAVE, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x28F3 */ DEFINE_SFX(NA_SE_EV_BIGBELL, 0x30, 2, 0, 0, 0)
/* 0x28F4 */ DEFINE_SFX(NA_SE_EV_NUTS_BROKEN, 0x30, 0, 0, 0, 0)
/* 0x28F5 */ DEFINE_SFX(NA_SE_EV_SNOWBALL_BROKEN, 0x30, 2, 0, 0, 0)
/* 0x28F6 */ DEFINE_SFX(NA_SE_EV_SMALLBALL_ROLL, 0x30, 5, 0, 0, 0)
/* 0x28F7 */ DEFINE_SFX(NA_SE_EV_FLOWERPETAL_MOVE, 0x30, 0, 0, 0, 0)
/* 0x28F8 */ DEFINE_SFX(NA_SE_EV_FLOWERPETAL_STOP, 0x30, 0, 0, 0, 0)
/* 0x28F9 */ DEFINE_SFX(NA_SE_EV_FLOWER_ROLLING, 0x40, 0, 0, 0, 0)
/* 0x28FA */ DEFINE_SFX(NA_SE_EV_GLASSBROKEN_IMPACT, 0x30, 0, 0, 0, 0)
/* 0x28FB */ DEFINE_SFX(NA_SE_EV_GLASSBROKEN_BOUND, 0x30, 0, 0, 0, 0)
/* 0x28FC */ DEFINE_SFX(NA_SE_EV_BIGBALL_ROLL_SR, 0x30, 5, 0, 0, 0)
/* 0x28FD */ DEFINE_SFX(NA_SE_EV_SMALL_SNOWBALL_BROKEN, 0x30, 2, 3, 0, 0)
/* 0x28FE */ DEFINE_SFX(NA_SE_EV_STATUE_VANISH, 0x30, 0, 0, 0, 0)
/* 0x28FF */ DEFINE_SFX(NA_SE_EV_BIGBALL_BOUND, 0x30, 0, 0, 0, 0)
/* 0x2900 */ DEFINE_SFX(NA_SE_EV_MONKEY_VO_WALK, 0x30, 0, 2, 0, 0)
/* 0x2901 */ DEFINE_SFX(NA_SE_EV_MONKEY_VO_JOY, 0x30, 0, 2, 0, 0)
/* 0x2902 */ DEFINE_SFX(NA_SE_EV_WALK_WATER, 0x30, 0, 0, 0, 0)
/* 0x2903 */ DEFINE_SFX(NA_SE_EV_PLATE_LIFT_LEVEL, 0x30, 2, 0, 0, 0)
/* 0x2904 */ DEFINE_SFX(NA_SE_EV_BIGBALL_ROLL_2, 0x30, 0, 0, 0, 0)
/* 0x2905 */ DEFINE_SFX(NA_SE_EV_BIGBALL_ROLL_SR_2, 0x30, 0, 0, 0, 0)
/* 0x2906 */ DEFINE_SFX(NA_SE_EV_BIGBALL_ROLL_3, 0x30, 0, 0, 0, 0)
/* 0x2907 */ DEFINE_SFX(NA_SE_EV_BIGBALL_ROLL_SR_3, 0x30, 0, 0, 0, 0)
/* 0x2908 */ DEFINE_SFX(NA_SE_EV_BEAVER_SWIM_MOTOR, 0x68, 2, 0, 0, 0)
/* 0x2909 */ DEFINE_SFX(NA_SE_EV_BEAVER_SWIM_HAND, 0x30, 2, 0, 0, 0)
/* 0x290A */ DEFINE_SFX(NA_SE_EV_SMALL_DOG_CRY, 0x30, 0, 1, 0, SFX_FLAG_14)
/* 0x290B */ DEFINE_SFX(NA_SE_EV_SMALL_DOG_GROAN, 0x30, 0, 0, 0, 0)
/* 0x290C */ DEFINE_SFX(NA_SE_EV_SMALL_DOG_ATK_BARK, 0x30, 0, 0, 0, 0)
/* 0x290D */ DEFINE_SFX(NA_SE_EV_ICE_PILLAR_RISING, 0x30, 2, 0, 0, 0)
/* 0x290E */ DEFINE_SFX(NA_SE_EV_ICE_PILLAR_FALL, 0x30, 2, 0, 0, 0)
/* 0x290F */ DEFINE_SFX(NA_SE_EV_GORON_CHEER, 0x30, 3, 0, 0, 0)
/* 0x2910 */ DEFINE_SFX(NA_SE_EV_SMALL_DOG_ANG_BARK, 0x30, 0, 0, 0, 0)
/* 0x2911 */ DEFINE_SFX(NA_SE_EV_COMICAL_JUMP, 0x30, 0, 0, 0, 0)
/* 0x2912 */ DEFINE_SFX(NA_SE_EV_LIGHTNING_HARD, 0x30, 0, 0, 0, 0)
/* 0x2913 */ DEFINE_SFX(NA_SE_EV_SMALL_DOG_WHINE, 0x30, 0, 3, 0, 0)
/* 0x2914 */ DEFINE_SFX(NA_SE_EV_PANIC_IN_HOUSE, 0x80, 0, 0, 0, 0)
/* 0x2915 */ DEFINE_SFX(NA_SE_EV_CLOCK_TOWER_BELL, 0x30, 0, 0, 0, 0)
/* 0x2916 */ DEFINE_SFX(NA_SE_EV_CLOCK_TOWER_SECOND_HAND, 0x30, 2, 0, 0, 0)
/* 0x2917 */ DEFINE_SFX(NA_SE_EV_SIGNAL_BIGBELL, 0xA0, 3, 0, 0, SFX_FLAG_15 | SFX_FLAG_13)
/* 0x2918 */ DEFINE_SFX(NA_SE_EV_DUMMY_280, 0x30, 0, 0, 0, 0)
/* 0x2919 */ DEFINE_SFX(NA_SE_EV_BEAVER_VOICE_0, 0x30, 0, 0, 0, 0)
/* 0x291A */ DEFINE_SFX(NA_SE_EV_BEAVER_VOICE_1, 0x30, 0, 0, 0, 0)
/* 0x291B */ DEFINE_SFX(NA_SE_EV_WATERWHEEL_LEVEL, 0x30, 0, 2, 0, 0)
/* 0x291C */ DEFINE_SFX(NA_SE_EV_WOOD_GATE_OPEN_N, 0x30, 0, 0, 0, 0)
/* 0x291D */ DEFINE_SFX(NA_SE_EV_INVISIBLE_MONKEY, 0x30, 5, 2, 0, 0)
/* 0x291E */ DEFINE_SFX(NA_SE_EV_CRUISER, 0x30, 0, 1, 0, 0)
/* 0x291F */ DEFINE_SFX(NA_SE_EV_SECRET_CHEER, 0x30, 0, 0, 0, 0)
/* 0x2920 */ DEFINE_SFX(NA_SE_EV_BOTTLE_WATERING, 0x30, 0, 0, 0, 0)
/* 0x2921 */ DEFINE_SFX(NA_SE_EV_MONKEY_VO_SADNESS, 0x30, 0, 0, 0, 0)
/* 0x2922 */ DEFINE_SFX(NA_SE_EV_SNOWSTORM_HARD, 0x60, 0, 0, 0, SFX_FLAG_13)
/* 0x2923 */ DEFINE_SFX(NA_SE_EV_UNSKILLFUL_OCARINA, 0x30, 0, 0, 0, 0)
/* 0x2924 */ DEFINE_SFX(NA_SE_EV_BLACK_FAIRY_DASH, 0x30, 0, 1, 0, 0)
/* 0x2925 */ DEFINE_SFX(NA_SE_EV_FAIRY_SURPRISE, 0x30, 0, 0, 0, 0)
/* 0x2926 */ DEFINE_SFX(NA_SE_EV_MONDO_SURPRISE, 0x30, 0, 0, 0, 0)
/* 0x2927 */ DEFINE_SFX(NA_SE_EV_SPOT_LIGHT_OPEN, 0x30, 0, 0, 0, SFX_FLAG_13)
/* 0x2928 */ DEFINE_SFX(NA_SE_EV_HOUSE_BROKEN, 0x30, 2, 0, 0, 0)
/* 0x2929 */ DEFINE_SFX(NA_SE_EV_MOON_FALL, 0x30, 3, 0, 0, 0)
/* 0x292A */ DEFINE_SFX(NA_SE_EV_OCARINA_BOUND_0, 0x30, 0, 0, 0, 0)
/* 0x292B */ DEFINE_SFX(NA_SE_EV_OCARINA_BOUND_1, 0x30, 0, 1, 0, 0)
/* 0x292C */ DEFINE_SFX(NA_SE_EV_BOMBERS_WALK, 0x30, 0, 1, 0, 0)
/* 0x292D */ DEFINE_SFX(NA_SE_EV_BOMBERS_LAND, 0x30, 0, 2, 0, 0)
/* 0x292E */ DEFINE_SFX(NA_SE_EV_BOMBERS_SHOT_BREATH, 0x30, 0, 0, 0, 0)
/* 0x292F */ DEFINE_SFX(NA_SE_EV_BOMBERS_SHOT_EXPLOSUIN, 0x30, 0, 0, 0, 0)
/* 0x2930 */ DEFINE_SFX(NA_SE_EV_BOMBERS_JUMP, 0x30, 0, 0, 0, 0)
/* 0x2931 */ DEFINE_SFX(NA_SE_EV_SOLDIER_WALK, 0x30, 0, 3, 0, 0)
/* 0x2932 */ DEFINE_SFX(NA_SE_EV_ROCK_CUBE_RISING, 0x30, 0, 0, 0, 0)
/* 0x2933 */ DEFINE_SFX(NA_SE_EV_ROCK_CUBE_FALL, 0x30, 0, 0, 0, 0)
/* 0x2934 */ DEFINE_SFX(NA_SE_EV_BELL_SPIT, 0x30, 0, 0, 0, 0)
/* 0x2935 */ DEFINE_SFX(NA_SE_EV_BELL_SIGH, 0x30, 0, 0, 0, 0)
/* 0x2936 */ DEFINE_SFX(NA_SE_EV_BELL_BRAKE, 0x30, 0, 0, 0, 0)
/* 0x2937 */ DEFINE_SFX(NA_SE_EV_DOG_SWIM, 0x30, 0, 0, 0, 0)
/* 0x2938 */ DEFINE_SFX(NA_SE_EV_CHIBI_FAIRY_HEAL_ORG, 0x80, 0, 0, 0, 0)
/* 0x2939 */ DEFINE_SFX(NA_SE_EV_BOMBERS_CLIMB, 0x30, 0, 0, 0, 0)
/* 0x293A */ DEFINE_SFX(NA_SE_EV_WOODPLATE_BROKEN, 0x30, 3, 1, 0, 0)
/* 0x293B */ DEFINE_SFX(NA_SE_EV_WATER_LEVEL_DOWN_FIX, 0x30, 0, 0, 0, SFX_FLAG_13)
/* 0x293C */ DEFINE_SFX(NA_SE_EV_HONEYCOMB_BROKEN, 0x30, 0, 0, 0, 0)
/* 0x293D */ DEFINE_SFX(NA_SE_EV_CLOCK_TOWER_UP, 0x30, 3, 0, 0, 0)
/* 0x293E */ DEFINE_SFX(NA_SE_EV_CLOCK_TOWER_STOP, 0x30, 3, 0, 0, 0)
/* 0x293F */ DEFINE_SFX(NA_SE_EV_CLOCK_TOWER_FALL, 0x30, 3, 0, 0, 0)
/* 0x2940 */ DEFINE_SFX(NA_SE_EV_CLOCK_TOWER_BOUND_0, 0x30, 3, 0, 0, 0)
/* 0x2941 */ DEFINE_SFX(NA_SE_EV_CLOCK_TOWER_BOUND_1, 0x30, 3, 0, 0, 0)
/* 0x2942 */ DEFINE_SFX(NA_SE_EV_CLOCK_TOWER_BOUND_2, 0x30, 3, 0, 0, 0)
/* 0x2943 */ DEFINE_SFX(NA_SE_EV_STONEDOOR_OPEN_S, 0x30, 0, 0, 0, 0)
/* 0x2944 */ DEFINE_SFX(NA_SE_EV_ICE_MELT_LEVEL, 0x30, 0, 0, 0, 0)
/* 0x2945 */ DEFINE_SFX(NA_SE_EV_CLOCK_TOWER_STAIR_MOVE, 0x30, 3, 0, 0, 0)
/* 0x2946 */ DEFINE_SFX(NA_SE_EV_DUMMY_326, 0xA0, 0, 0, 0, SFX_FLAG_14)
/* 0x2947 */ DEFINE_SFX(NA_SE_EV_OBJECT_STICK, 0x30, 3, 1, 0, 0)
/* 0x2948 */ DEFINE_SFX(NA_SE_EV_CHICK_TO_CHICKEN, 0x30, 0, 1, 0, 0)
/* 0x2949 */ DEFINE_SFX(NA_SE_EV_MUJURA_BALLOON_BROKEN, 0x60, 2, 0, 0, 0)
/* 0x294A */ DEFINE_SFX(NA_SE_EV_BALLOON_SWELL, 0x30, 0, 0, 0, 0)
/* 0x294B */ DEFINE_SFX(NA_SE_EV_SEAHORSE_OUT_BOTTLE, 0x30, 0, 0, 0, 0)
/* 0x294C */ DEFINE_SFX(NA_SE_EV_KYOJIN_VOICE_SUCCESS, 0x30, 0, 2, 0, SFX_FLAG_13)
/* 0x294D */ DEFINE_SFX(NA_SE_EV_KYOJIN_VOICE_FAIL, 0x30, 0, 2, 0, SFX_FLAG_13)
/* 0x294E */ DEFINE_SFX(NA_SE_EV_KYOJIN_WALK, 0x30, 0, 0, 0, SFX_FLAG_13)
/* 0x294F */ DEFINE_SFX(NA_SE_EV_MOON_FALL_LAST, 0x30, 0, 0, 0, 0)
/* 0x2950 */ DEFINE_SFX(NA_SE_EV_EARTHQUAKE_LAST, 0x30, 0, 0, 0, SFX_FLAG_13)
/* 0x2951 */ DEFINE_SFX(NA_SE_EV_SEAHORSE_SWIM, 0x30, 0, 0, 0, 0)
/* 0x2952 */ DEFINE_SFX(NA_SE_EV_OPEN_AMBRELLA, 0x30, 0, 0, 0, 0)
/* 0x2953 */ DEFINE_SFX(NA_SE_EV_BUTLER_FRY, 0x60, 0, 0, 0, 0)
/* 0x2954 */ DEFINE_SFX(NA_SE_EV_PIRATE_SHIP, 0x30, 2, 0, 0, 0)
/* 0x2955 */ DEFINE_SFX(NA_SE_EV_DRAIN, 0x30, 0, 0, 0, 0)
/* 0x2956 */ DEFINE_SFX(NA_SE_EV_DORA_L, 0x30, 2, 0, 0, 0)
/* 0x2957 */ DEFINE_SFX(NA_SE_EV_LOG_BOUND, 0x30, 0, 2, 0, 0)
/* 0x2958 */ DEFINE_SFX(NA_SE_EV_CART_WHEEL, 0x60, 2, 1, 0, 0)
/* 0x2959 */ DEFINE_SFX(NA_SE_EV_EARTHQUAKE_LAST2, 0x30, 0, 0, 0, SFX_FLAG_13)
/* 0x295A */ DEFINE_SFX(NA_SE_EV_DORA_S, 0x30, 0, 0, 0, 0)
/* 0x295B */ DEFINE_SFX(NA_SE_EV_ROCK_FALL, 0x30, 0, 0, 0, 0)
/* 0x295C */ DEFINE_SFX(NA_SE_EV_FREEZE_S, 0x30, 0, 0, 0, 0)
/* 0x295D */ DEFINE_SFX(NA_SE_EV_WOOD_BOUND_S, 0x30, 0, 0, 0, 0)
/* 0x295E */ DEFINE_SFX(NA_SE_EV_CLOSE_AMBRELLA, 0x30, 0, 0, 0, 0)
/* 0x295F */ DEFINE_SFX(NA_SE_EV_OBJECT_SLIDE, 0x30, 0, 0, 0, 0)
/* 0x2960 */ DEFINE_SFX(NA_SE_EV_ROLL_AND_FALL, 0x30, 0, 0, 0, SFX_FLAG_13)
/* 0x2961 */ DEFINE_SFX(NA_SE_EV_GORON_BOUND_0, 0x30, 0, 0, 0, SFX_FLAG_13)
/* 0x2962 */ DEFINE_SFX(NA_SE_EV_GORON_BOUND_1, 0x30, 0, 0, 0, SFX_FLAG_13)
/* 0x2963 */ DEFINE_SFX(NA_SE_EV_MONKEY_VO_DAMAGE, 0x30, 0, 0, 0, 0)
/* 0x2964 */ DEFINE_SFX(NA_SE_EV_FORT_RISING, 0x30, 0, 0, 0, SFX_FLAG_13)
/* 0x2965 */ DEFINE_SFX(NA_SE_EV_MONKEY_VO_REWARD, 0x30, 0, 0, 0, 0)
/* 0x2966 */ DEFINE_SFX(NA_SE_EV_WATER_PURIFICATION, 0x30, 0, 0, 0, SFX_FLAG_13)
/* 0x2967 */ DEFINE_SFX(NA_SE_EV_OWL_WARP_SWITCH_ON, 0x80, 0, 0, 0, 0)
/* 0x2968 */ DEFINE_SFX(NA_SE_EV_BIG_WATER_WHEEL_RR, 0x80, 3, 0, 0, 0)
/* 0x2969 */ DEFINE_SFX(NA_SE_EV_BIG_WATER_WHEEL_LR, 0x80, 3, 0, 0, 0)
/* 0x296A */ DEFINE_SFX(NA_SE_EV_SMALL_WATER_WHEEL, 0x30, 3, 0, 0, 0)
/* 0x296B */ DEFINE_SFX(NA_SE_EV_COCK_SWITCH_ROLL, 0x80, 2, 0, 0, 0)
/* 0x296C */ DEFINE_SFX(NA_SE_EV_COCK_SWITCH_STOP, 0x80, 2, 0, 0, 0)
/* 0x296D */ DEFINE_SFX(NA_SE_EV_PIPE_STREAM_START, 0x30, 0, 0, 0, 0)
/* 0x296E */ DEFINE_SFX(NA_SE_EV_WATER_PILLAR, 0x60, 0, 0, 0, 0)
/* 0x296F */ DEFINE_SFX(NA_SE_EV_SEESAW_INCLINE, 0x30, 0, 0, 0, 0)
/* 0x2970 */ DEFINE_SFX(NA_SE_EV_ZORA_WALK, 0x30, 2, 1, 0, 0)
/* 0x2971 */ DEFINE_SFX(NA_SE_EV_PIRATE_WALK, 0x30, 2, 1, 0, 0)
/* 0x2972 */ DEFINE_SFX(NA_SE_EV_PILLAR_UP_FAST, 0x30, 3, 1, 0, 0)
/* 0x2973 */ DEFINE_SFX(NA_SE_EV_DUMMY_WATER_WHEEL_RR, 0x60, 0, 0, SFX_FLAG2_7, SFX_FLAG_13)
/* 0x2974 */ DEFINE_SFX(NA_SE_EV_DUMMY_WATER_WHEEL_LR, 0x60, 0, 0, SFX_FLAG2_7, SFX_FLAG_13)
/* 0x2975 */ DEFINE_SFX(NA_SE_EV_MUJURA_FOLLOWERS_FLY, 0x30, 0, 0, 0, 0)
/* 0x2976 */ DEFINE_SFX(NA_SE_EV_MAKE_TURRET, 0x30, 0, 0, 0, 0)
/* 0x2977 */ DEFINE_SFX(NA_SE_EV_CHANDELIER_ROLL, 0x30, 3, 0, 0, 0)
/* 0x2978 */ DEFINE_SFX(NA_SE_EV_CHANDELIER_BROKEN, 0x30, 0, 0, 0, 0)
/* 0x2979 */ DEFINE_SFX(NA_SE_EV_SINK_WOOD_FLOOR, 0x30, 0, 0, 0, 0)
/* 0x297A */ DEFINE_SFX(NA_SE_EV_REBOUND_WOOD_FLOOR, 0x30, 0, 0, 0, 0)
/* 0x297B */ DEFINE_SFX(NA_SE_EV_UFO_APPEAR, 0x30, 3, 0, 0, 0)
/* 0x297C */ DEFINE_SFX(NA_SE_EV_UFO_DASH, 0x30, 0, 0, 0, SFX_FLAG_13)
/* 0x297D */ DEFINE_SFX(NA_SE_EV_TORNADE, 0x80, 0, 0, 0, SFX_FLAG_13)
/* 0x297E */ DEFINE_SFX(NA_SE_EV_MILK_POT_DAMAGE, 0x80, 3, 0, 0, 0)
/* 0x297F */ DEFINE_SFX(NA_SE_EV_DUMMY_383, 0x30, 0, 0, 0, 0)
/* 0x2980 */ DEFINE_SFX(NA_SE_EV_KYOJIN_SIGN, 0x30, 0, 0, 0, SFX_FLAG_13)
/* 0x2981 */ DEFINE_SFX(NA_SE_EV_KYOJIN_GRATITUDE0, 0x30, 0, 0, 0, SFX_FLAG_13)
/* 0x2982 */ DEFINE_SFX(NA_SE_EV_KYOJIN_GRATITUDE1, 0x30, 0, 0, 0, SFX_FLAG_13)
/* 0x2983 */ DEFINE_SFX(NA_SE_EV_KYOJIN_GRATITUDE2, 0x30, 0, 0, 0, SFX_FLAG_13)
/* 0x2984 */ DEFINE_SFX(NA_SE_EV_IKANA_DOOR_OPEN, 0x30, 0, 0, 0, 0)
/* 0x2985 */ DEFINE_SFX(NA_SE_EV_IKANA_DOOR_CLOSE, 0x30, 0, 0, 0, 0)
/* 0x2986 */ DEFINE_SFX(NA_SE_EV_MOONSTONE_FALL, 0x80, 3, 0, 0, 0)
/* 0x2987 */ DEFINE_SFX(NA_SE_EV_COMING_FIRE, 0x30, 0, 0, 0, SFX_FLAG_13)
/* 0x2988 */ DEFINE_SFX(NA_SE_EV_FAIRY_GROUP_FRY, 0x30, 0, 0, 0, 0)
/* 0x2989 */ DEFINE_SFX(NA_SE_EV_FAIRY_GROUP_HEAL, 0x30, 0, 0, 0, 0)
/* 0x298A */ DEFINE_SFX(NA_SE_EV_WOOD_DOOR_OPEN_SPEEDY, 0x30, 0, 0, 0, 0)
/* 0x298B */ DEFINE_SFX(NA_SE_EV_PAMERA_WALK, 0x30, 0, 0, 0, 0)
/* 0x298C */ DEFINE_SFX(NA_SE_EV_G_STONE_CHANGE_COLOR, 0x30, 0, 0, 0, 0)
/* 0x298D */ DEFINE_SFX(NA_SE_EV_CURTAIN_DOWN, 0x30, 0, 0, 0, 0)
/* 0x298E */ DEFINE_SFX(NA_SE_EV_GORON_HAND_HIT, 0x30, 3, 0, 0, 0)
/* 0x298F */ DEFINE_SFX(NA_SE_EV_SMALL_WOODPLATE_BOUND_0, 0x30, 3, 1, 0, 0)
/* 0x2990 */ DEFINE_SFX(NA_SE_EV_GET_UP_ON_BED, 0x30, 3, 0, 0, 0)
/* 0x2991 */ DEFINE_SFX(NA_SE_EV_LIE_DOWN_ON_BED, 0x30, 3, 0, 0, 0)
/* 0x2992 */ DEFINE_SFX(NA_SE_EV_BANK_MAN_HAND_HIT, 0x30, 0, 0, 0, 0)
/* 0x2993 */ DEFINE_SFX(NA_SE_EV_HANKO, 0x30, 0, 0, 0, SFX_FLAG_13)
/* 0x2994 */ DEFINE_SFX(NA_SE_EV_CHICK_SONG, 0x10, 7, 0, 0, 0)
/* 0x2995 */ DEFINE_SFX(NA_SE_EV_LAND_SAND, 0x30, 0, 0, 0, 0)
/* 0x2996 */ DEFINE_SFX(NA_SE_EV_JUMP_SAND, 0x30, 0, 0, 0, 0)
/* 0x2997 */ DEFINE_SFX(NA_SE_EV_SECRET_LADDER_APPEAR, 0x30, 0, 0, 0, 0)
/* 0x2998 */ DEFINE_SFX(NA_SE_EV_CLAPPING_2P, 0x30, 0, 0, 0, 0)
/* 0x2999 */ DEFINE_SFX(NA_SE_EV_DIVE_INTO_WEED, 0x30, 0, 0, 0, 0)
/* 0x299A */ DEFINE_SFX(NA_SE_EV_FAIRY_SHIVER, 0x30, 0, 0, 0, 0)
/* 0x299B */ DEFINE_SFX(NA_SE_EV_MASK_RISING, 0x30, 0, 0, 0, 0)
/* 0x299C */ DEFINE_SFX(NA_SE_EV_MOON_EYE_FLASH, 0x30, 0, 0, 0, SFX_FLAG_13)
/* 0x299D */ DEFINE_SFX(NA_SE_EV_SLIP_MOON, 0x30, 0, 0, 0, SFX_FLAG_13)
/* 0x299E */ DEFINE_SFX(NA_SE_EV_FALL_POWER, 0x30, 0, 0, 0, SFX_FLAG_13)
/* 0x299F */ DEFINE_SFX(NA_SE_EV_BELL_DASH_NORMAL, 0x58, 0, 1, 0, SFX_FLAG_5)
/* 0x29A0 */ DEFINE_SFX(NA_SE_EV_IKANA_BLOCK_MOVE_X, 0x60, 3, 0, 0, 0)
/* 0x29A1 */ DEFINE_SFX(NA_SE_EV_IKANA_BLOCK_MOVE_Z, 0x60, 3, 0, 0, 0)
/* 0x29A2 */ DEFINE_SFX(NA_SE_EV_IKANA_BLOCK_MOVE_Y, 0x60, 3, 0, 0, 0)
/* 0x29A3 */ DEFINE_SFX(NA_SE_EV_IKANA_BLOCK_STOP_C, 0x70, 3, 0, 0, 0)
/* 0x29A4 */ DEFINE_SFX(NA_SE_EV_IKANA_BLOCK_STOP_F, 0x70, 3, 0, 0, 0)
/* 0x29A5 */ DEFINE_SFX(NA_SE_EV_BELL_ANGER, 0x30, 0, 0, 0, 0)
/* 0x29A6 */ DEFINE_SFX(NA_SE_EV_IKANA_BLOCK_SWITCH, 0x70, 3, 0, 0, 0)
/* 0x29A7 */ DEFINE_SFX(NA_SE_EV_BAT_FLY, 0x30, 4, 0, 0, 0)
/* 0x29A8 */ DEFINE_SFX(NA_SE_EV_UFO_LIGHT_BEAM, 0x30, 3, 0, 0, 0)
/* 0x29A9 */ DEFINE_SFX(NA_SE_EV_DOOR_UNLOCK, 0x30, 0, 0, 0, 0)
/* 0x29AA */ DEFINE_SFX(NA_SE_EV_WOOD_WATER_WHEEL, 0x30, 0, 0, 0, 0)
/* 0x29AB */ DEFINE_SFX(NA_SE_EV_CONVEYOR_SHUTTER_OPEN, 0x60, 0, 0, 0, 0)
/* 0x29AC */ DEFINE_SFX(NA_SE_EV_CONVEYOR_SHUTTER_CLOSE, 0x60, 0, 0, 0, 0)
/* 0x29AD */ DEFINE_SFX(NA_SE_EV_ROOM_CARTAIN, 0x30, 0, 0, 0, 0)
/* 0x29AE */ DEFINE_SFX(NA_SE_EV_ZORA_KIDS_BORN, 0x30, 0, 0, SFX_FLAG2_7, 0)
/* 0x29AF */ DEFINE_SFX(NA_SE_EV_ZORA_KIDS_SWIM_0, 0x30, 0, 1, SFX_FLAG2_7, 0)
/* 0x29B0 */ DEFINE_SFX(NA_SE_EV_ZORA_KIDS_SWIM_1, 0x30, 0, 1, SFX_FLAG2_7, 0)
/* 0x29B1 */ DEFINE_SFX(NA_SE_EV_MOON_EXPLOSION, 0x60, 0, 0, 0, SFX_FLAG_13)
/* 0x29B2 */ DEFINE_SFX(NA_SE_EV_RAINBOW, 0x70, 0, 0, 0, SFX_FLAG_13)
/* 0x29B3 */ DEFINE_SFX(NA_SE_EV_OMENYA_WALK, 0x30, 0, 2, 0, 0)
/* 0x29B4 */ DEFINE_SFX(NA_SE_EV_KYOJIN_GROAN, 0x30, 0, 0, 0, SFX_FLAG_13)
/* 0x29B5 */ DEFINE_SFX(NA_SE_EV_UFO_FLY, 0x30, 3, 0, 0, 0)
/* 0x29B6 */ DEFINE_SFX(NA_SE_EV_GRASS_WALL_BROKEN, 0x30, 0, 0, 0, 0)
/* 0x29B7 */ DEFINE_SFX(NA_SE_EV_WARP_HOLE_ENERGY, 0x60, 3, 0, 0, 0)
/* 0x29B8 */ DEFINE_SFX(NA_SE_EV_BOSS_WARP_HOLE, 0x70, 0, 0, 0, 0)
/* 0x29B9 */ DEFINE_SFX(NA_SE_EV_FIREWORKS_LAUNCH, 0x30, 0, 0, 0, 0)
/* 0x29BA */ DEFINE_SFX(NA_SE_EV_IKANA_SOUL_LV, 0x30, 0, 0, 0, 0)
/* 0x29BB */ DEFINE_SFX(NA_SE_EV_IKANA_PURIFICATION, 0x30, 0, 0, 0, 0)
/* 0x29BC */ DEFINE_SFX(NA_SE_EV_ZORA_KIDS_SWIM_2, 0x30, 0, 0, 0, 0)
/* 0x29BD */ DEFINE_SFX(NA_SE_EV_DARUMA_VANISH, 0x30, 0, 0, 0, 0)
/* 0x29BE */ DEFINE_SFX(NA_SE_EV_IKANA_SOUL_TRANSFORM, 0x30, 0, 0, 0, 0)
/* 0x29BF */ DEFINE_SFX(NA_SE_EV_ROMANI_BOW_FLICK, 0x40, 0, 0, 0, 0)
/* 0x29C0 */ DEFINE_SFX(NA_SE_EV_WHITE_FAIRY_SHOT_DASH, 0x58, 0, 1, 0, 0)
/* 0x29C1 */ DEFINE_SFX(NA_SE_EV_BLACK_FAIRY_SHOT_DASH, 0x58, 0, 1, 0, 0)
/* 0x29C2 */ DEFINE_SFX(NA_SE_EV_SWORD_FORGE, 0x30, 0, 1, 0, 0)
/* 0x29C3 */ DEFINE_SFX(NA_SE_EV_STONEDOOR_CLOSE_S, 0x30, 1, 1, 0, 0)
/* 0x29C4 */ DEFINE_SFX(NA_SE_EV_BOTTLE_CAP_CLOSE, 0x30, 0, 0, 0, 0)
/* 0x29C5 */ DEFINE_SFX(NA_SE_EV_PAMET_ROCK_CRASH, 0x30, 0, 0, 0, 0)
/* 0x29C6 */ DEFINE_SFX(NA_SE_EV_GUILLOTINE_UP, 0x30, 0, 0, 0, 0)
/* 0x29C7 */ DEFINE_SFX(NA_SE_EV_ROCK_BROKEN2, 0x30, 0, 0, 0, 0)
/* 0x29C8 */ DEFINE_SFX(NA_SE_EV_OBJECT_STICK2, 0x30, 0, 0, 0, 0)
/* 0x29C9 */ DEFINE_SFX(NA_SE_EV_WOODBOX_BOUND2, 0x30, 0, 0, 0, 0)
/* 0x29CA */ DEFINE_SFX(NA_SE_EV_DEMO_KID_ATOZUSARI, 0x30, 0, 0, 0, 0)
/* 0x29CB */ DEFINE_SFX(NA_SE_EV_UNDER_WATER, 0x30, 0, 0, 0, 0)
/* 0x29CC */ DEFINE_SFX(NA_SE_EV_FREEZE2, 0x30, 0, 0, 0, 0)
/* 0x29CD */ DEFINE_SFX(NA_SE_EV_DEMO_KID_SAGURU, 0x30, 0, 0, 0, 0)
/* 0x29CE */ DEFINE_SFX(NA_SE_EV_WATER_WALL3, 0x30, 0, 0, 0, 0)
/* 0x29CF */ DEFINE_SFX(NA_SE_EV_BOMBERS_TAORE, 0x30, 0, 0, 0, 0)
+125
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@@ -0,0 +1,125 @@
/**
* Sfx Item Bank
*
* DEFINE_SFX should be used for all sfx define in the item bank from sequence 0
* - Argument 0: Enum value for this sfx
* - Argument 1: Importance for deciding which sfx to prioritize. Higher values have greater importance
* - Argument 2: Slows the decay of volume with distance (a 3-bit number ranging from 0-7)
* - Argument 3: Applies increasingly random offsets to frequency (a 2-bit number ranging from 0-3)
* - Argument 4: Various flags to add properties to the sfx
* - 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, 0, SFX_FLAG_15)
/* 0x1801 */ DEFINE_SFX(NA_SE_IT_SWORD_SWING, 0x30, 0, 1, 0, 0)
/* 0x1802 */ DEFINE_SFX(NA_SE_IT_SWORD_PUTAWAY, 0x30, 0, 0, 0, 0)
/* 0x1803 */ DEFINE_SFX(NA_SE_IT_SWORD_PICKOUT, 0x30, 0, 0, 0, 0)
/* 0x1804 */ DEFINE_SFX(NA_SE_IT_ARROW_SHOT, 0x40, 0, 1, 0, SFX_FLAG_10)
/* 0x1805 */ DEFINE_SFX(NA_SE_IT_BOOMERANG_THROW, 0x30, 0, 1, 0, SFX_FLAG_10)
/* 0x1806 */ DEFINE_SFX(NA_SE_IT_SHIELD_BOUND, 0x60, 3, 2, 0, 0)
/* 0x1807 */ DEFINE_SFX(NA_SE_IT_BOW_DRAW, 0x30, 0, 1, 0, SFX_FLAG_10)
/* 0x1808 */ DEFINE_SFX(NA_SE_IT_SHIELD_REFLECT_SW, 0x80, 3, 1, 0, 0)
/* 0x1809 */ DEFINE_SFX(NA_SE_IT_ARROW_STICK_HRAD, 0x30, 0, 0, 0, 0)
/* 0x180A */ DEFINE_SFX(NA_SE_IT_HAMMER_HIT, 0x30, 0, 1, 0, 0)
/* 0x180B */ DEFINE_SFX(NA_SE_IT_HOOKSHOT_CHAIN, 0x38, 0, 0, 0, SFX_FLAG_10)
/* 0x180C */ DEFINE_SFX(NA_SE_IT_SHIELD_REFLECT_MG, 0x30, 1, 0, 0, SFX_FLAG_10)
/* 0x180D */ DEFINE_SFX(NA_SE_IT_BOMB_IGNIT, 0x50, 0, 0, 0, SFX_FLAG_8)
/* 0x180E */ DEFINE_SFX(NA_SE_IT_BOMB_EXPLOSION, 0x90, 2, 0, 0, 0)
/* 0x180F */ DEFINE_SFX(NA_SE_IT_BOMB_UNEXPLOSION, 0x50, 2, 0, 0, 0)
/* 0x1810 */ DEFINE_SFX(NA_SE_IT_BOOMERANG_FLY, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x1811 */ DEFINE_SFX(NA_SE_IT_SWORD_STRIKE, 0x40, 2, 0, 0, 0)
/* 0x1812 */ DEFINE_SFX(NA_SE_IT_HAMMER_SWING, 0x30, 0, 1, 0, 0)
/* 0x1813 */ DEFINE_SFX(NA_SE_IT_HOOKSHOT_REFLECT, 0x30, 0, 0, 0, 0)
/* 0x1814 */ DEFINE_SFX(NA_SE_IT_HOOKSHOT_STICK_CRE, 0x30, 0, 0, 0, 0)
/* 0x1815 */ DEFINE_SFX(NA_SE_IT_ARROW_STICK_OBJ, 0x34, 0, 0, 0, 0)
/* 0x1816 */ DEFINE_SFX(NA_SE_IT_SWORD_SLASH, 0x30, 0, 0, 0, 0)
/* 0x1817 */ DEFINE_SFX(NA_SE_IT_SWORD_SLASH_HARD, 0x30, 0, 0, 0, 0)
/* 0x1818 */ DEFINE_SFX(NA_SE_IT_SWORD_SWING_HARD, 0x30, 0, 0, 0, 0)
/* 0x1819 */ DEFINE_SFX(NA_SE_IT_BOMB_BOUND, 0x30, 0, 0, 0, 0)
/* 0x181A */ DEFINE_SFX(NA_SE_IT_WALL_HIT_HARD, 0x60, 0, 0, 0, 0)
/* 0x181B */ DEFINE_SFX(NA_SE_IT_WALL_HIT_SOFT, 0x30, 0, 0, 0, 0)
/* 0x181C */ DEFINE_SFX(NA_SE_IT_STONE_HIT, 0x30, 0, 0, 0, 0)
/* 0x181D */ DEFINE_SFX(NA_SE_IT_WOODSTICK_BROKEN, 0x30, 0, 0, 0, 0)
/* 0x181E */ DEFINE_SFX(NA_SE_IT_LASH, 0x30, 0, 2, 0, 0)
/* 0x181F */ DEFINE_SFX(NA_SE_IT_SHIELD_SWING, 0x30, 0, 1, 0, 0)
/* 0x1820 */ DEFINE_SFX(NA_SE_IT_SLING_SHOT, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x1821 */ DEFINE_SFX(NA_SE_IT_SLING_DRAW, 0x20, 0, 0, 0, SFX_FLAG_10)
/* 0x1822 */ DEFINE_SFX(NA_SE_IT_SWORD_CHARGE, 0x30, 0, 0, 0, 0)
/* 0x1823 */ DEFINE_SFX(NA_SE_IT_ROLLING_CUT, 0x30, 0, 0, 0, 0)
/* 0x1824 */ DEFINE_SFX(NA_SE_IT_SWORD_STRIKE_HARD, 0x30, 0, 0, 0, 0)
/* 0x1825 */ DEFINE_SFX(NA_SE_IT_SLING_REFLECT, 0x30, 0, 0, 0, 0)
/* 0x1826 */ DEFINE_SFX(NA_SE_IT_SHIELD_REMOVE, 0x30, 0, 0, 0, 0)
/* 0x1827 */ DEFINE_SFX(NA_SE_IT_HOOKSHOT_READY, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x1828 */ DEFINE_SFX(NA_SE_IT_HOOKSHOT_RECEIVE, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x1829 */ DEFINE_SFX(NA_SE_IT_HOOKSHOT_STICK_OBJ, 0x60, 3, 1, 0, 0)
/* 0x182A */ DEFINE_SFX(NA_SE_IT_SWORD_REFLECT_MG, 0x30, 1, 0, 0, 0)
/* 0x182B */ DEFINE_SFX(NA_SE_IT_DEKU, 0x30, 1, 0, 0, SFX_FLAG_10)
/* 0x182C */ DEFINE_SFX(NA_SE_IT_WALL_HIT_BUYO, 0x30, 0, 0, 0, 0)
/* 0x182D */ DEFINE_SFX(NA_SE_IT_SWORD_PUTAWAY_STN, 0x30, 0, 0, 0, 0)
/* 0x182E */ DEFINE_SFX(NA_SE_IT_ROLLING_CUT_LV1, 0xA0, 2, 0, 0, 0)
/* 0x182F */ DEFINE_SFX(NA_SE_IT_ROLLING_CUT_LV2, 0xA0, 2, 0, 0, 0)
/* 0x1830 */ DEFINE_SFX(NA_SE_IT_BOW_FLICK, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x1831 */ DEFINE_SFX(NA_SE_IT_BOMBCHU_MOVE, 0x30, 0, 0, 0, SFX_FLAG_8)
/* 0x1832 */ DEFINE_SFX(NA_SE_IT_SHIELD_CHARGE_LV1, 0x60, 0, 0, 0, 0)
/* 0x1833 */ DEFINE_SFX(NA_SE_IT_SHIELD_CHARGE_LV2, 0x60, 0, 0, 0, 0)
/* 0x1834 */ DEFINE_SFX(NA_SE_IT_SHIELD_CHARGE_LV3, 0x60, 0, 0, 0, 0)
/* 0x1835 */ DEFINE_SFX(NA_SE_IT_SLING_FLICK, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x1836 */ DEFINE_SFX(NA_SE_IT_SWORD_STICK_STN, 0x30, 0, 0, 0, 0)
/* 0x1837 */ DEFINE_SFX(NA_SE_IT_REFLECTION_WOOD, 0x60, 1, 2, 0, 0)
/* 0x1838 */ DEFINE_SFX(NA_SE_IT_SHIELD_REFLECT_MG2, 0x30, 0, 0, 0, 0)
/* 0x1839 */ DEFINE_SFX(NA_SE_IT_MAGIC_ARROW_SHOT, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x183A */ DEFINE_SFX(NA_SE_IT_EXPLOSION_FRAME, 0x60, 3, 0, 0, SFX_FLAG_15)
/* 0x183B */ DEFINE_SFX(NA_SE_IT_EXPLOSION_ICE, 0x60, 3, 0, 0, SFX_FLAG_15)
/* 0x183C */ DEFINE_SFX(NA_SE_IT_EXPLOSION_LIGHT, 0x60, 3, 0, 0, SFX_FLAG_15)
/* 0x183D */ DEFINE_SFX(NA_SE_IT_FISHING_REEL_SLOW, 0x30, 0, 0, 0, SFX_FLAG_14)
/* 0x183E */ DEFINE_SFX(NA_SE_IT_FISHING_REEL_HIGH, 0x30, 0, 0, 0, SFX_FLAG_14)
/* 0x183F */ DEFINE_SFX(NA_SE_IT_PULL_FISHING_ROD, 0x30, 0, 1, 0, 0)
/* 0x1840 */ DEFINE_SFX(NA_SE_IT_DM_FLYING_GOD_PASS, 0x80, 3, 0, 0, 0)
/* 0x1841 */ DEFINE_SFX(NA_SE_IT_DM_FLYING_GOD_DASH, 0x80, 3, 0, 0, 0)
/* 0x1842 */ DEFINE_SFX(NA_SE_IT_DM_RING_EXPLOSION, 0x30, 3, 0, 0, 0)
/* 0x1843 */ DEFINE_SFX(NA_SE_IT_DM_RING_GATHER, 0x30, 0, 0, 0, 0)
/* 0x1844 */ DEFINE_SFX(NA_SE_IT_INGO_HORSE_NEIGH, 0x30, 0, 1, 0, 0)
/* 0x1845 */ DEFINE_SFX(NA_SE_IT_EARTHQUAKE, 0x30, 0, 0, 0, 0)
/* 0x1846 */ DEFINE_SFX(NA_SE_IT_ERUPTION_PILLAR, 0x30, 0, 0, 0, 0)
/* 0x1847 */ DEFINE_SFX(NA_SE_IT_KAKASHI_JUMP, 0x30, 0, 0, 0, 0)
/* 0x1848 */ DEFINE_SFX(NA_SE_IT_FLAME, 0x30, 0, 0, 0, 0)
/* 0x1849 */ DEFINE_SFX(NA_SE_IT_SHIELD_BEAM, 0x30, 0, 0, 0, 0)
/* 0x184A */ DEFINE_SFX(NA_SE_IT_FISHING_HIT, 0x30, 0, 0, 0, 0)
/* 0x184B */ DEFINE_SFX(NA_SE_IT_GOODS_APPEAR, 0x30, 0, 0, 0, 0)
/* 0x184C */ DEFINE_SFX(NA_SE_IT_MAJIN_SWORD_BROKEN, 0x80, 0, 0, 0, 0)
/* 0x184D */ DEFINE_SFX(NA_SE_IT_HAND_CLAP, 0x30, 0, 0, 0, 0)
/* 0x184E */ DEFINE_SFX(NA_SE_IT_MASTER_SWORD_SWING, 0x30, 0, 0, 0, 0)
/* 0x184F */ DEFINE_SFX(NA_SE_IT_GORON_BALLFANG, 0x30, 0, 0, 0, 0)
/* 0x1850 */ DEFINE_SFX(NA_SE_IT_DEKUNUTS_FLOWER_OPEN, 0x80, 0, 0, 0, 0)
/* 0x1851 */ DEFINE_SFX(NA_SE_IT_DEKUNUTS_FLOWER_ROLL, 0x80, 0, 0, 0, 0)
/* 0x1852 */ DEFINE_SFX(NA_SE_IT_DEKUNUTS_FLOWER_CLOSE, 0x30, 0, 0, 0, 0)
/* 0x1853 */ DEFINE_SFX(NA_SE_IT_DEKUNUTS_BUBLE_BROKEN, 0x30, 0, 0, 0, 0)
/* 0x1854 */ DEFINE_SFX(NA_SE_IT_DEKUNUTS_BUBLE_VANISH, 0x30, 0, 0, 0, 0)
/* 0x1855 */ DEFINE_SFX(NA_SE_IT_DEKUNUTS_DROP_BOMB, 0x30, 0, 0, 0, 0)
/* 0x1856 */ DEFINE_SFX(NA_SE_IT_SET_TRANSFORM_MASK, 0x30, 0, 0, 0, 0)
/* 0x1857 */ DEFINE_SFX(NA_SE_IT_GORON_PUNCH_SWING, 0x30, 0, 0, 0, 0)
/* 0x1858 */ DEFINE_SFX(NA_SE_IT_TRANSFORM_MASK_BROKEN, 0x30, 0, 0, 0, 0)
/* 0x1859 */ DEFINE_SFX(NA_SE_IT_ZORA_KICK_SWING, 0x40, 0, 0, 0, 0)
/* 0x185A */ DEFINE_SFX(NA_SE_IT_DEKUNUTS_BUBLE_SHOT_LEVEL, 0x30, 0, 0, 0, 0)
/* 0x185B */ DEFINE_SFX(NA_SE_IT_BIG_BOMB_IGNIT, 0x60, 0, 0, 0, SFX_FLAG_8)
/* 0x185C */ DEFINE_SFX(NA_SE_IT_BIG_BOMB_EXPLOSION, 0x70, 0, 0, 0, 0)
/* 0x185D */ DEFINE_SFX(NA_SE_IT_REFLECTION_SNOW, 0x60, 0, 0, 0, 0)
/* 0x185E */ DEFINE_SFX(NA_SE_IT_GORON_ROLLING_REFLECTION, 0x30, 3, 2, 0, SFX_FLAG_10)
/* 0x185F */ DEFINE_SFX(NA_SE_IT_MASK_BOUND_0, 0x30, 0, 1, 0, 0)
/* 0x1860 */ DEFINE_SFX(NA_SE_IT_MASK_BOUND_1, 0x30, 0, 1, 0, 0)
/* 0x1861 */ DEFINE_SFX(NA_SE_IT_MASK_BOUND_SAND, 0x30, 0, 0, 0, 0)
/* 0x1862 */ DEFINE_SFX(NA_SE_IT_REFLECTION_WATER, 0x30, 0, 0, 0, 0)
/* 0x1863 */ DEFINE_SFX(NA_SE_IT_KYOJIN_BEARING, 0x60, 0, 0, 0, SFX_FLAG_13)
/* 0x1864 */ DEFINE_SFX(NA_SE_FISHING_REEL_SLOW2, 0x30, 0, 0, 0, 0)
/* 0x1865 */ DEFINE_SFX(NA_SE_IT_LURE_LAND1, 0x30, 0, 0, 0, 0)
/* 0x1866 */ DEFINE_SFX(NA_SE_IT_ROD_THROW, 0x30, 0, 0, 0, 0)
/* 0x1867 */ DEFINE_SFX(NA_SE_IT_REFLECT_BOSS, 0x30, 0, 0, 0, 0)
/* 0x1868 */ DEFINE_SFX(NA_SE_IT_SHIELD_SWING_ZORA, 0x30, 0, 0, 0, 0)
/* 0x1869 */ DEFINE_SFX(NA_SE_IT_SHIELD_REMOVE_ZORA, 0x30, 0, 0, 0, 0)
/* 0x186A */ DEFINE_SFX(NA_SE_IT_BOMB_EXPLOSION2, 0x30, 0, 0, 0, 0)
/* 0x186B */ DEFINE_SFX(NA_SE_IT_FISHING_REEL_REVERSE, 0x30, 0, 0, 0, 0)
/* 0x186C */ DEFINE_SFX(NA_SE_IT_FISHING_WORM_BOUND, 0x30, 0, 0, 0, 0)
/* 0x186D */ DEFINE_SFX(NA_SE_IT_DUMMY_109, 0x30, 0, 0, 0, 0)
/* 0x186E */ DEFINE_SFX(NA_SE_IT_DUMMY_110, 0x30, 0, 0, 0, 0)
/* 0x186F */ DEFINE_SFX(NA_SE_IT_DUMMY_111, 0x30, 0, 0, 0, 0)
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/**
* Sfx Ocarina Bank
*
* DEFINE_SFX should be used for all sfx define in the ocarina bank from sequence 0
* - Argument 0: Enum value for this sfx
* - Argument 1: Importance for deciding which sfx to prioritize. Higher values have greater importance
* - Argument 2: Slows the decay of volume with distance (a 3-bit number ranging from 0-7)
* - Argument 3: Applies increasingly random offsets to frequency (a 2-bit number ranging from 0-3)
* - Argument 4: Various flags to add properties to the sfx
* - 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, 0)
/* 0x5801 */ DEFINE_SFX(NA_SE_OC_ABYSS, 0x30, 0, 0, 0, SFX_FLAG_5)
/* 0x5802 */ DEFINE_SFX(NA_SE_OC_DOOR_OPEN, 0x30, 2, 1, 0, SFX_FLAG_10 | SFX_FLAG_9)
/* 0x5803 */ DEFINE_SFX(NA_SE_OC_SECRET_WARP_IN, 0x30, 0, 0, 0, 0)
/* 0x5804 */ DEFINE_SFX(NA_SE_OC_SECRET_WARP_OUT, 0x30, 0, 0, 0, 0)
/* 0x5805 */ DEFINE_SFX(NA_SE_OC_SECRET_HOLE_OUT, 0x30, 0, 0, 0, 0)
/* 0x5806 */ DEFINE_SFX(NA_SE_OC_REVENGE, 0x30, 0, 0, 0, 0)
/* 0x5807 */ DEFINE_SFX(NA_SE_OC_TUNAMI, 0x30, 0, 0, 0, 0)
/* 0x5808 */ DEFINE_SFX(NA_SE_OC_TELOP_IMPACT, 0x30, 0, 0, 0, 0)
/* 0x5809 */ DEFINE_SFX(NA_SE_OC_WOOD_GATE_OPEN, 0x30, 0, 0, 0, 0)
/* 0x580A */ DEFINE_SFX(NA_SE_OC_FIREWORKS, 0x30, 0, 0, 0, SFX_FLAG_13)
/* 0x580B */ DEFINE_SFX(NA_SE_OC_WHITE_OUT_INTO_KYOJIN, 0x30, 0, 0, 0, SFX_FLAG_13)
/* 0x580C */ DEFINE_SFX(NA_SE_OC_12, 0x30, 0, 0, 0, 0)
/* 0x580D */ DEFINE_SFX(NA_SE_OC_13, 0x30, 0, 0, 0, 0)
/* 0x580E */ DEFINE_SFX(NA_SE_OC_14, 0x30, 0, 0, 0, 0)
/* 0x580F */ DEFINE_SFX(NA_SE_OC_15, 0x30, 0, 0, 0, 0)
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/**
* Sfx Player Bank
*
* DEFINE_SFX should be used for all sfx define in the player bank from sequence 0
* - Argument 0: Enum value for this sfx
* - Argument 1: Importance for deciding which sfx to prioritize. Higher values have greater importance
* - Argument 2: Slows the decay of volume with distance (a 3-bit number ranging from 0-7)
* - Argument 3: Applies increasingly random offsets to frequency (a 2-bit number ranging from 0-3)
* - Argument 4: Various flags to add properties to the sfx
* - 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, 0, SFX_FLAG_10)
/* 0x801 */ DEFINE_SFX(NA_SE_PL_WALK_SAND, 0x20, 0, 2, 0, SFX_FLAG_10)
/* 0x802 */ DEFINE_SFX(NA_SE_PL_WALK_CONCRETE, 0x20, 0, 2, 0, SFX_FLAG_10)
/* 0x803 */ DEFINE_SFX(NA_SE_PL_WALK_DIRT, 0x20, 0, 2, 0, SFX_FLAG_10)
/* 0x804 */ DEFINE_SFX(NA_SE_PL_WALK_WATER0, 0x20, 0, 1, 0, SFX_FLAG_10)
/* 0x805 */ DEFINE_SFX(NA_SE_PL_WALK_WATER1, 0x20, 0, 1, 0, SFX_FLAG_10)
/* 0x806 */ DEFINE_SFX(NA_SE_PL_WALK_WATER2, 0x20, 0, 1, 0, SFX_FLAG_10)
/* 0x807 */ DEFINE_SFX(NA_SE_PL_WALK_MAGMA, 0x20, 0, 1, 0, SFX_FLAG_10)
/* 0x808 */ DEFINE_SFX(NA_SE_PL_WALK_GRASS, 0x20, 0, 2, 0, SFX_FLAG_10)
/* 0x809 */ DEFINE_SFX(NA_SE_PL_WALK_IRON, 0x20, 0, 1, 0, SFX_FLAG_10)
/* 0x80A */ DEFINE_SFX(NA_SE_PL_WALK_LADDER, 0x20, 0, 2, 0, SFX_FLAG_10)
/* 0x80B */ DEFINE_SFX(NA_SE_PL_WALK_GLASS, 0x20, 0, 0, 0, SFX_FLAG_10)
/* 0x80C */ DEFINE_SFX(NA_SE_PL_WALK_METAL1, 0x20, 0, 0, 0, SFX_FLAG_10)
/* 0x80D */ DEFINE_SFX(NA_CODE_DIRT_DEEP, 0x20, 0, 0, 0, SFX_FLAG_10)
/* 0x80E */ DEFINE_SFX(NA_SE_PL_WALK_SNOW, 0x20, 0, 0, 0, SFX_FLAG_10)
/* 0x80F */ DEFINE_SFX(NA_SE_PL_WALK_ICE, 0x20, 0, 0, 0, SFX_FLAG_10)
/* 0x810 */ DEFINE_SFX(NA_SE_PL_JUMP_GROUND, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x811 */ DEFINE_SFX(NA_SE_PL_JUMP_SAND, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x812 */ DEFINE_SFX(NA_SE_PL_JUMP_CONCRETE, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x813 */ DEFINE_SFX(NA_SE_PL_JUMP_DIRT, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x814 */ DEFINE_SFX(NA_SE_PL_JUMP_WATER0, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x815 */ DEFINE_SFX(NA_SE_PL_JUMP_WATER1, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x816 */ DEFINE_SFX(NA_SE_PL_JUMP_WATER2, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x817 */ DEFINE_SFX(NA_SE_PL_JUMP_MAGMA, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x818 */ DEFINE_SFX(NA_SE_PL_JUMP_GRASS, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x819 */ DEFINE_SFX(NA_SE_PL_JUMP_IRON, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x81A */ DEFINE_SFX(NA_SE_PL_JUMP_LADDER, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x81B */ DEFINE_SFX(NA_SE_PL_JUMP_GLASS, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x81C */ DEFINE_SFX(NA_SE_PL_DUMMY_28, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x81D */ DEFINE_SFX(NA_SE_PL_JUMP_HEAVYBOOTS, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x81E */ DEFINE_SFX(NA_SE_PL_JUMP_SNOW, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x81F */ DEFINE_SFX(NA_SE_PL_JUMP_ICE, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x820 */ DEFINE_SFX(NA_SE_PL_LAND_GROUND, 0x40, 0, 1, 0, SFX_FLAG_10)
/* 0x821 */ DEFINE_SFX(NA_SE_PL_LAND_SAND, 0x40, 0, 1, 0, SFX_FLAG_10)
/* 0x822 */ DEFINE_SFX(NA_SE_PL_LAND_CONCRETE, 0x40, 0, 1, 0, SFX_FLAG_10)
/* 0x823 */ DEFINE_SFX(NA_SE_PL_LAND_DIRT, 0x40, 0, 1, 0, SFX_FLAG_10)
/* 0x824 */ DEFINE_SFX(NA_SE_PL_LAND_WATER0, 0x40, 0, 1, 0, SFX_FLAG_10)
/* 0x825 */ DEFINE_SFX(NA_SE_PL_LAND_WATER1, 0x40, 0, 1, 0, SFX_FLAG_10)
/* 0x826 */ DEFINE_SFX(NA_SE_PL_LAND_WATER2, 0x40, 0, 1, 0, SFX_FLAG_10)
/* 0x827 */ DEFINE_SFX(NA_SE_PL_LAND_MAGMA, 0x40, 0, 1, 0, SFX_FLAG_10)
/* 0x828 */ DEFINE_SFX(NA_SE_PL_LAND_GRASS, 0x40, 0, 1, 0, SFX_FLAG_10)
/* 0x829 */ DEFINE_SFX(NA_SE_PL_LAND_IRON, 0x40, 0, 1, 0, SFX_FLAG_10)
/* 0x82A */ DEFINE_SFX(NA_SE_PL_LAND_LADDER, 0x40, 0, 1, 0, SFX_FLAG_10)
/* 0x82B */ DEFINE_SFX(NA_SE_PL_LAND_GLASS, 0x40, 0, 1, 0, SFX_FLAG_10)
/* 0x82C */ DEFINE_SFX(NA_SE_PL_DUMMY_44, 0x40, 0, 1, 0, SFX_FLAG_10)
/* 0x82D */ DEFINE_SFX(NA_SE_PL_LAND_HEAVYBOOTS, 0x40, 0, 1, 0, SFX_FLAG_10)
/* 0x82E */ DEFINE_SFX(NA_SE_PL_LAND_SNOW, 0x40, 0, 1, 0, SFX_FLAG_10)
/* 0x82F */ DEFINE_SFX(NA_SE_PL_LAND_ICE, 0x40, 0, 1, 0, SFX_FLAG_10)
/* 0x830 */ DEFINE_SFX(NA_SE_PL_SLIPDOWN, 0x30, 0, 2, 0, 0)
/* 0x831 */ DEFINE_SFX(NA_SE_PL_CLIMB_CLIFF, 0x30, 0, 0, 0, 0)
/* 0x832 */ DEFINE_SFX(NA_SE_PL_SIT_ON_HORSE, 0x30, 0, 0, 0, 0)
/* 0x833 */ DEFINE_SFX(NA_SE_PL_GET_OFF_HORSE, 0x30, 0, 0, 0, 0)
/* 0x834 */ DEFINE_SFX(NA_SE_PL_TAKE_OUT_SHIELD, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x835 */ DEFINE_SFX(NA_SE_PL_CHANGE_ARMS, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x836 */ DEFINE_SFX(NA_SE_PL_CATCH_BOOMERANG, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x837 */ DEFINE_SFX(NA_SE_PL_DIVE_INTO_WATER, 0x30, 0, 1, 0, 0)
/* 0x838 */ DEFINE_SFX(NA_SE_PL_JUMP_OUT_WATER, 0x30, 0, 1, 0, 0)
/* 0x839 */ DEFINE_SFX(NA_SE_PL_SWIM, 0x30, 0, 2, 0, 0)
/* 0x83A */ DEFINE_SFX(NA_SE_PL_THROW, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x83B */ DEFINE_SFX(NA_SE_PL_BODY_BOUND, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x83C */ DEFINE_SFX(NA_SE_PL_ROLL, 0x40, 0, 0, 0, SFX_FLAG_10)
/* 0x83D */ DEFINE_SFX(NA_SE_PL_SKIP, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x83E */ DEFINE_SFX(NA_SE_PL_BODY_HIT, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x83F */ DEFINE_SFX(NA_SE_PL_DAMAGE, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x840 */ DEFINE_SFX(NA_SE_PL_SLIP, 0x30, 0, 1, 0, 0)
/* 0x841 */ DEFINE_SFX(NA_SE_PL_SLIP_SAND, 0x30, 0, 1, 0, 0)
/* 0x842 */ DEFINE_SFX(NA_SE_PL_SLIP_CONCRETE, 0x30, 0, 1, 0, 0)
/* 0x843 */ DEFINE_SFX(NA_SE_PL_SLIP_DIRT, 0x30, 0, 1, 0, 0)
/* 0x844 */ DEFINE_SFX(NA_SE_PL_SLIP_WATER0, 0x30, 0, 1, 0, 0)
/* 0x845 */ DEFINE_SFX(NA_SE_PL_SLIP_WATER1, 0x30, 0, 1, 0, 0)
/* 0x846 */ DEFINE_SFX(NA_SE_PL_SLIP_WATER2, 0x30, 0, 1, 0, 0)
/* 0x847 */ DEFINE_SFX(NA_SE_PL_SLIP_MAGMA, 0x30, 0, 1, 0, 0)
/* 0x848 */ DEFINE_SFX(NA_SE_PL_SLIP_GRASS, 0x30, 0, 1, 0, 0)
/* 0x849 */ DEFINE_SFX(NA_SE_PL_SLIP_IRON, 0x30, 0, 1, 0, 0)
/* 0x84A */ DEFINE_SFX(NA_SE_PL_SLIP_LADDER, 0x30, 0, 1, 0, 0)
/* 0x84B */ DEFINE_SFX(NA_SE_PL_SLIP_GLASS, 0x30, 0, 1, 0, 0)
/* 0x84C */ DEFINE_SFX(NA_SE_PL_DUMMY76, 0x30, 0, 0, 0, 0)
/* 0x84D */ DEFINE_SFX(NA_SE_PL_SLIP_HEAVYBOOTS, 0x30, 0, 0, 0, 0)
/* 0x84E */ DEFINE_SFX(NA_SE_PL_SLIP_SNOW, 0x30, 0, 0, 0, 0)
/* 0x84F */ DEFINE_SFX(NA_SE_PL_SLIP_ICE, 0x30, 0, 0, 0, 0)
/* 0x850 */ DEFINE_SFX(NA_SE_PL_BOUND, 0x80, 0, 0, 0, 0)
/* 0x851 */ DEFINE_SFX(NA_SE_PL_BOUND_SAND, 0x80, 0, 0, 0, 0)
/* 0x852 */ DEFINE_SFX(NA_SE_PL_BOUND_CONCRETE, 0x80, 0, 0, 0, 0)
/* 0x853 */ DEFINE_SFX(NA_SE_PL_BOUND_DIRT, 0x80, 0, 0, 0, 0)
/* 0x854 */ DEFINE_SFX(NA_SE_PL_BOUND_WATER0, 0x80, 0, 0, 0, 0)
/* 0x855 */ DEFINE_SFX(NA_SE_PL_BOUND_WATER1, 0x80, 0, 0, 0, 0)
/* 0x856 */ DEFINE_SFX(NA_SE_PL_BOUND_WATER2, 0x80, 0, 0, 0, 0)
/* 0x857 */ DEFINE_SFX(NA_SE_PL_BOUND_MAGMA, 0x80, 0, 0, 0, 0)
/* 0x858 */ DEFINE_SFX(NA_SE_PL_BOUND_GRASS, 0x80, 0, 0, 0, 0)
/* 0x859 */ DEFINE_SFX(NA_SE_PL_BOUND_IRON, 0x80, 0, 0, 0, 0)
/* 0x85A */ DEFINE_SFX(NA_SE_PL_BOUND_LADDER, 0x80, 0, 0, 0, 0)
/* 0x85B */ DEFINE_SFX(NA_SE_PL_BOUND_WOOD, 0x80, 0, 0, 0, 0)
/* 0x85C */ DEFINE_SFX(NA_SE_PL_DUMMY_92, 0x80, 0, 0, 0, 0)
/* 0x85D */ DEFINE_SFX(NA_SE_PL_BOUND_HEAVYBOOTS, 0x80, 0, 0, 0, 0)
/* 0x85E */ DEFINE_SFX(NA_SE_PL_BOUND_SNOW, 0x80, 0, 0, 0, 0)
/* 0x85F */ DEFINE_SFX(NA_SE_PL_BOUND_ICE, 0x80, 0, 0, 0, 0)
/* 0x860 */ DEFINE_SFX(NA_SE_PL_BOW_DRAW, 0x30, 0, 1, 0, SFX_FLAG_10)
/* 0x861 */ DEFINE_SFX(NA_SE_PL_MEATL_BOOTS_JUMP, 0x30, 0, 0, 0, 0)
/* 0x862 */ DEFINE_SFX(NA_SE_PL_DUMMY_98, 0x30, 0, 0, 0, 0)
/* 0x863 */ DEFINE_SFX(NA_SE_PL_FACE_UP, 0x30, 0, 0, 0, 0)
/* 0x864 */ DEFINE_SFX(NA_SE_PL_DIVE_BUBBLE, 0x30, 0, 0, 0, 0)
/* 0x865 */ DEFINE_SFX(NA_SE_PL_MOVE_BUBBLE, 0x30, 0, 0, 0, 0)
/* 0x866 */ DEFINE_SFX(NA_SE_PL_METALEFFECT_KID, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x867 */ DEFINE_SFX(NA_SE_PL_METALEFFECT_ADULT, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x868 */ DEFINE_SFX(NA_SE_PL_SPARK, 0x30, 0, 0, 0, 0)
/* 0x869 */ DEFINE_SFX(NA_SE_PL_PULL_UP_PLANT, 0x30, 0, 0, 0, 0)
/* 0x86A */ DEFINE_SFX(NA_SE_PL_PULL_UP_ROCK, 0x30, 0, 0, 0, 0)
/* 0x86B */ DEFINE_SFX(NA_SE_PL_IN_BUBBLE, 0x30, 0, 0, 0, 0)
/* 0x86C */ DEFINE_SFX(NA_SE_PL_PULL_UP_BIGROCK, 0x30, 3, 0, 0, 0)
/* 0x86D */ DEFINE_SFX(NA_SE_PL_SWORD_CHARGE, 0x30, 0, 0, 0, 0)
/* 0x86E */ DEFINE_SFX(NA_SE_PL_FREEZE, 0x30, 0, 0, 0, 0)
/* 0x86F */ DEFINE_SFX(NA_SE_PL_PULL_UP_POT, 0x30, 0, 0, 0, 0)
/* 0x870 */ DEFINE_SFX(NA_SE_PL_KNOCK, 0x30, 0, 0, 0, 0)
/* 0x871 */ DEFINE_SFX(NA_SE_PL_CALM_HIT, 0x30, 0, 2, 0, 0)
/* 0x872 */ DEFINE_SFX(NA_SE_PL_CALM_PAT, 0x30, 0, 0, 0, 0)
/* 0x873 */ DEFINE_SFX(NA_SE_PL_SUBMERGE, 0x30, 0, 0, 0, 0)
/* 0x874 */ DEFINE_SFX(NA_SE_PL_FREEZE_S, 0x30, 3, 0, 0, 0)
/* 0x875 */ DEFINE_SFX(NA_SE_PL_ICE_BROKEN, 0x30, 1, 0, 0, 0)
/* 0x876 */ DEFINE_SFX(NA_SE_PL_SLIP_ICE_LELEL, 0x30, 0, 0, 0, 0)
/* 0x877 */ DEFINE_SFX(NA_SE_PL_PUT_OUT_ITEM, 0x30, 0, 0, 0, 0)
/* 0x878 */ DEFINE_SFX(NA_SE_PL_PULL_UP_WOODBOX, 0x30, 0, 0, 0, 0)
/* 0x879 */ DEFINE_SFX(NA_SE_PL_MAGIC_FIRE, 0x30, 0, 0, 0, 0)
/* 0x87A */ DEFINE_SFX(NA_SE_PL_MAGIC_WIND_NORMAL, 0x30, 0, 0, 0, 0)
/* 0x87B */ DEFINE_SFX(NA_SE_PL_MAGIC_WIND_WARP, 0x30, 0, 0, 0, SFX_FLAG_13)
/* 0x87C */ DEFINE_SFX(NA_SE_PL_MAGIC_SOUL_NORMAL, 0x30, 0, 0, 0, SFX_FLAG_11 | SFX_FLAG_10)
/* 0x87D */ DEFINE_SFX(NA_SE_PL_ARROW_CHARGE_FIRE, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x87E */ DEFINE_SFX(NA_SE_PL_ARROW_CHARGE_ICE, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x87F */ DEFINE_SFX(NA_SE_PL_ARROW_CHARGE_LIGHT, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x880 */ DEFINE_SFX(NA_SE_DUMMY_128, 0x20, 0, 2, 0, 0)
/* 0x881 */ DEFINE_SFX(NA_SE_DUMMY_129, 0x20, 0, 2, 0, 0)
/* 0x882 */ DEFINE_SFX(NA_SE_DUMMY_130, 0x20, 0, 2, 0, 0)
/* 0x883 */ DEFINE_SFX(NA_SE_PL_PULL_UP_RUTO, 0x20, 0, 2, 0, 0)
/* 0x884 */ DEFINE_SFX(NA_SE_DUMMY_132, 0x20, 0, 1, 0, 0)
/* 0x885 */ DEFINE_SFX(NA_SE_DUMMY_133, 0x20, 0, 1, 0, 0)
/* 0x886 */ DEFINE_SFX(NA_SE_DUMMY_134, 0x20, 0, 1, 0, 0)
/* 0x887 */ DEFINE_SFX(NA_SE_DUMMY_135, 0x20, 0, 1, 0, 0)
/* 0x888 */ DEFINE_SFX(NA_SE_DUMMY_136, 0x20, 0, 2, 0, 0)
/* 0x889 */ DEFINE_SFX(NA_SE_DUMMY_137, 0x20, 0, 2, 0, 0)
/* 0x88A */ DEFINE_SFX(NA_SE_DUMMY_138, 0x20, 0, 2, 0, 0)
/* 0x88B */ DEFINE_SFX(NA_SE_DUMMY_139, 0x20, 0, 0, 0, 0)
/* 0x88C */ DEFINE_SFX(NA_SE_DUMMY_140, 0x20, 0, 0, 0, 0)
/* 0x88D */ DEFINE_SFX(NA_SE_DUMMY_141, 0x20, 0, 0, 0, 0)
/* 0x88E */ DEFINE_SFX(NA_SE_DUMMY_142, 0x20, 0, 0, 0, 0)
/* 0x88F */ DEFINE_SFX(NA_SE_DUMMY_143, 0x20, 0, 0, 0, 0)
/* 0x890 */ DEFINE_SFX(NA_SE_DUMMY_144, 0x30, 0, 0, 0, 0)
/* 0x891 */ DEFINE_SFX(NA_SE_DUMMY_145, 0x30, 0, 0, 0, 0)
/* 0x892 */ DEFINE_SFX(NA_SE_DUMMY_146, 0x30, 0, 0, 0, 0)
/* 0x893 */ DEFINE_SFX(NA_SE_DUMMY_147, 0x30, 0, 0, 0, 0)
/* 0x894 */ DEFINE_SFX(NA_SE_DUMMY_148, 0x30, 0, 0, 0, 0)
/* 0x895 */ DEFINE_SFX(NA_SE_DUMMY_149, 0x30, 0, 0, 0, 0)
/* 0x896 */ DEFINE_SFX(NA_SE_DUMMY_150, 0x30, 0, 0, 0, 0)
/* 0x897 */ DEFINE_SFX(NA_SE_DUMMY_151, 0x30, 0, 0, 0, 0)
/* 0x898 */ DEFINE_SFX(NA_SE_DUMMY_152, 0x30, 0, 0, 0, 0)
/* 0x899 */ DEFINE_SFX(NA_SE_DUMMY_153, 0x30, 0, 0, 0, 0)
/* 0x89A */ DEFINE_SFX(NA_SE_DUMMY_154, 0x30, 0, 0, 0, 0)
/* 0x89B */ DEFINE_SFX(NA_SE_DUMMY_155, 0x30, 0, 0, 0, 0)
/* 0x89C */ DEFINE_SFX(NA_SE_DUMMY_156, 0x30, 0, 0, 0, 0)
/* 0x89D */ DEFINE_SFX(NA_SE_DUMMY_157, 0x30, 0, 0, 0, 0)
/* 0x89E */ DEFINE_SFX(NA_SE_DUMMY_158, 0x30, 0, 0, 0, 0)
/* 0x89F */ DEFINE_SFX(NA_SE_DUMMY_159, 0x30, 0, 0, 0, 0)
/* 0x8A0 */ DEFINE_SFX(NA_SE_DUMMY_160, 0x40, 0, 0, 0, 0)
/* 0x8A1 */ DEFINE_SFX(NA_SE_DUMMY_161, 0x40, 0, 0, 0, 0)
/* 0x8A2 */ DEFINE_SFX(NA_SE_DUMMY_162, 0x40, 0, 0, 0, 0)
/* 0x8A3 */ DEFINE_SFX(NA_SE_DUMMY_163, 0x40, 0, 0, 0, 0)
/* 0x8A4 */ DEFINE_SFX(NA_SE_DUMMY_164, 0x40, 0, 0, 0, 0)
/* 0x8A5 */ DEFINE_SFX(NA_SE_DUMMY_165, 0x40, 0, 0, 0, 0)
/* 0x8A6 */ DEFINE_SFX(NA_SE_DUMMY_166, 0x40, 0, 0, 0, 0)
/* 0x8A7 */ DEFINE_SFX(NA_SE_DUMMY_167, 0x40, 0, 0, 0, 0)
/* 0x8A8 */ DEFINE_SFX(NA_SE_DUMMY_168, 0x40, 0, 0, 0, 0)
/* 0x8A9 */ DEFINE_SFX(NA_SE_DUMMY_169, 0x40, 0, 0, 0, 0)
/* 0x8AA */ DEFINE_SFX(NA_SE_DUMMY_170, 0x40, 0, 0, 0, 0)
/* 0x8AB */ DEFINE_SFX(NA_SE_DUMMY_171, 0x40, 0, 0, 0, 0)
/* 0x8AC */ DEFINE_SFX(NA_SE_DUMMY_172, 0x40, 0, 0, 0, 0)
/* 0x8AD */ DEFINE_SFX(NA_SE_DUMMY_173, 0x40, 0, 0, 0, 0)
/* 0x8AE */ DEFINE_SFX(NA_SE_DUMMY_174, 0x40, 0, 0, 0, 0)
/* 0x8AF */ DEFINE_SFX(NA_SE_DUMMY_175, 0x40, 0, 0, 0, 0)
/* 0x8B0 */ DEFINE_SFX(NA_SE_PL_CRAWL, 0x30, 0, 1, 0, SFX_FLAG_10)
/* 0x8B1 */ DEFINE_SFX(NA_SE_PL_CRAWL_SAND, 0x30, 0, 1, 0, SFX_FLAG_10)
/* 0x8B2 */ DEFINE_SFX(NA_SE_PL_CRAWL_CONCRETE, 0x30, 0, 1, 0, SFX_FLAG_10)
/* 0x8B3 */ DEFINE_SFX(NA_SE_PL_CRAWL_DIRT, 0x30, 0, 1, 0, SFX_FLAG_10)
/* 0x8B4 */ DEFINE_SFX(NA_SE_PL_CRAWL_WATER0, 0x30, 0, 1, 0, SFX_FLAG_10)
/* 0x8B5 */ DEFINE_SFX(NA_SE_DUMMY_181, 0x30, 0, 1, 0, SFX_FLAG_10)
/* 0x8B6 */ DEFINE_SFX(NA_SE_DUMMY_182, 0x30, 0, 1, 0, SFX_FLAG_10)
/* 0x8B7 */ DEFINE_SFX(NA_SE_DUMMY_183, 0x30, 0, 1, 0, SFX_FLAG_10)
/* 0x8B8 */ DEFINE_SFX(NA_SE_DUMMY_184, 0x30, 0, 1, 0, SFX_FLAG_10)
/* 0x8B9 */ DEFINE_SFX(NA_SE_DUMMY_185, 0x30, 0, 1, 0, SFX_FLAG_10)
/* 0x8BA */ DEFINE_SFX(NA_SE_DUMMY_186, 0x30, 0, 1, 0, SFX_FLAG_10)
/* 0x8BB */ DEFINE_SFX(NA_SE_PL_CRAWL_WOOD, 0x30, 0, 1, 0, SFX_FLAG_10)
/* 0x8BC */ DEFINE_SFX(NA_SE_DUMMY_188, 0x30, 0, 1, 0, SFX_FLAG_10)
/* 0x8BD */ DEFINE_SFX(NA_SE_DUMMY_189, 0x30, 0, 1, 0, SFX_FLAG_10)
/* 0x8BE */ DEFINE_SFX(NA_SE_DUMMY_190, 0x30, 0, 1, 0, SFX_FLAG_10)
/* 0x8BF */ DEFINE_SFX(NA_SE_PL_CRAWL_ICE, 0x30, 0, 1, 0, SFX_FLAG_10)
/* 0x8C0 */ DEFINE_SFX(NA_SE_PL_MAGIC_SOUL_FLASH, 0x30, 0, 0, 0, SFX_FLAG_11 | SFX_FLAG_10)
/* 0x8C1 */ DEFINE_SFX(NA_SE_PL_ROLL_DUST, 0x30, 0, 2, 0, SFX_FLAG_14)
/* 0x8C2 */ DEFINE_SFX(NA_SE_DUMMY_194, 0x30, 0, 0, 0, 0)
/* 0x8C3 */ DEFINE_SFX(NA_SE_PL_MAGIC_SOUL_BALL, 0x30, 0, 0, 0, 0)
/* 0x8C4 */ DEFINE_SFX(NA_SE_PL_SPIRAL_HEAL_BEAM, 0x30, 0, 0, 0, 0)
/* 0x8C5 */ DEFINE_SFX(NA_SE_PL_BOUND_NOWEAPON, 0x30, 0, 0, 0, 0)
/* 0x8C6 */ DEFINE_SFX(NA_SE_PL_PLANT_GROW_UP, 0x30, 0, 0, 0, 0)
/* 0x8C7 */ DEFINE_SFX(NA_SE_PL_PLANT_TALLER, 0x30, 0, 0, 0, 0)
/* 0x8C8 */ DEFINE_SFX(NA_SE_PL_MAGIC_WIND_VANISH, 0x60, 2, 0, 0, 0)
/* 0x8C9 */ DEFINE_SFX(NA_SE_PL_HOBBERBOOTS_LV, 0x30, 0, 0, 0, 0)
/* 0x8CA */ DEFINE_SFX(NA_SE_PL_PLANT_MOVE, 0x30, 0, 0, 0, 0)
/* 0x8CB */ DEFINE_SFX(NA_SE_EV_WALL_MOVE_SP, 0x30, 0, 0, 0, SFX_FLAG_11)
/* 0x8CC */ DEFINE_SFX(NA_SE_PL_PLANT_GROW_BIG, 0x30, 0, 0, 0, 0)
/* 0x8CD */ DEFINE_SFX(NA_SE_PL_TELESCOPE_MOVEMENT, 0x30, 0, 0, 0, 0)
/* 0x8CE */ DEFINE_SFX(NA_SE_PL_GIANT_WALK, 0x30, 3, 0, 0, SFX_FLAG_10)
/* 0x8CF */ DEFINE_SFX(NA_SE_PL_CHIBI_FAIRY_HEAL, 0x30, 0, 0, 0, 0)
/* 0x8D0 */ DEFINE_SFX(NA_SE_PL_SLIP_LEVEL, 0x30, 0, 0, 0, 0)
/* 0x8D1 */ DEFINE_SFX(NA_SE_PL_SLIP_SAND_LEVEL, 0x30, 0, 0, 0, 0)
/* 0x8D2 */ DEFINE_SFX(NA_SE_PL_SLIP_CONCRETE_LEVEL, 0x30, 0, 0, 0, 0)
/* 0x8D3 */ DEFINE_SFX(NA_SE_PL_SLIP_DIRT_LEVEL, 0x30, 0, 0, 0, 0)
/* 0x8D4 */ DEFINE_SFX(NA_SE_PL_SLIP_WATER0_LEVEL, 0x30, 0, 0, 0, 0)
/* 0x8D5 */ DEFINE_SFX(NA_SE_PL_SLIP_WATER1_LEVEL, 0x30, 0, 0, 0, 0)
/* 0x8D6 */ DEFINE_SFX(NA_SE_PL_SLIP_WATER2_LEVEL, 0x30, 0, 0, 0, 0)
/* 0x8D7 */ DEFINE_SFX(NA_SE_PL_SLIP_MAGMA_LEVEL, 0x30, 0, 0, 0, 0)
/* 0x8D8 */ DEFINE_SFX(NA_SE_PL_SLIP_GRASS_LEVEL, 0x30, 0, 0, 0, 0)
/* 0x8D9 */ DEFINE_SFX(NA_SE_PL_SLIP_IRON_LEVEL, 0x30, 0, 0, 0, 0)
/* 0x8DA */ DEFINE_SFX(NA_SE_PL_SLIP_LADDER_LEVEL, 0x30, 0, 0, 0, 0)
/* 0x8DB */ DEFINE_SFX(NA_SE_PL_SLIP_GLASS_LEVEL, 0x30, 0, 0, 0, 0)
/* 0x8DC */ DEFINE_SFX(NA_SE_PL_DUMMY_220, 0x30, 0, 0, 0, 0)
/* 0x8DD */ DEFINE_SFX(NA_SE_PL_SLIP_HEAVYBOOTS_LEVEL, 0x30, 0, 0, 0, 0)
/* 0x8DE */ DEFINE_SFX(NA_SE_PL_DUMMY_222, 0x30, 0, 0, 0, 0)
/* 0x8DF */ DEFINE_SFX(NA_SE_PL_SLIP_ICE_LEVEL, 0x30, 0, 0, 0, 0)
/* 0x8E0 */ DEFINE_SFX(NA_SE_PL_DEKUNUTS_FIRE, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x8E1 */ DEFINE_SFX(NA_SE_PL_GORON_BALLJUMP, 0x60, 0, 1, 0, 0)
/* 0x8E2 */ DEFINE_SFX(NA_SE_PL_DEKUNUTS_IN_GRD, 0x40, 0, 0, 0, 0)
/* 0x8E3 */ DEFINE_SFX(NA_SE_PL_DEKUNUTS_OUT_GRD, 0x30, 0, 0, 0, 0)
/* 0x8E4 */ DEFINE_SFX(NA_SE_PL_TRANSFORM, 0x30, 0, 0, 0, 0)
/* 0x8E5 */ DEFINE_SFX(NA_SE_PL_TRANSFORM_DEMO, 0x30, 0, 0, 0, 0)
/* 0x8E6 */ DEFINE_SFX(NA_SE_PL_GORON_TO_BALL, 0x30, 0, 0, 0, 0)
/* 0x8E7 */ DEFINE_SFX(NA_SE_PL_BALL_TO_GORON, 0x30, 0, 0, 0, 0)
/* 0x8E8 */ DEFINE_SFX(NA_SE_PL_GORON_PUNCH, 0x50, 3, 1, 0, 0)
/* 0x8E9 */ DEFINE_SFX(NA_SE_PL_SINK_ON_SAND, 0x30, 0, 0, 0, 0)
/* 0x8EA */ DEFINE_SFX(NA_SE_PL_SINK_ON_SNOW, 0x30, 0, 0, 0, 0)
/* 0x8EB */ DEFINE_SFX(NA_SE_PL_GORON_BALL_CHARGE, 0x30, 0, 0, 0, 0)
/* 0x8EC */ DEFINE_SFX(NA_SE_PL_ZORA_SWIM_DASH, 0x30, 0, 0, 0, 0)
/* 0x8ED */ DEFINE_SFX(NA_SE_PL_ZORA_SWIM_LV, 0x30, 0, 0, 0, 0)
/* 0x8EE */ DEFINE_SFX(NA_SE_PL_ZORA_SWIM_ROLL, 0x30, 0, 0, 0, 0)
/* 0x8EF */ DEFINE_SFX(NA_SE_PL_GORON_SQUAT, 0x30, 0, 0, 0, 0)
/* 0x8F0 */ DEFINE_SFX(NA_SE_PL_DUMMY_240, 0x20, 0, 2, 0, SFX_FLAG_10)
/* 0x8F1 */ DEFINE_SFX(NA_SE_PL_DUMMY_241, 0x20, 0, 2, 0, SFX_FLAG_10)
/* 0x8F2 */ DEFINE_SFX(NA_SE_PL_DUMMY_242, 0x20, 0, 2, 0, SFX_FLAG_10)
/* 0x8F3 */ DEFINE_SFX(NA_SE_PL_DUMMY_243, 0x20, 0, 2, 0, SFX_FLAG_10)
/* 0x8F4 */ DEFINE_SFX(NA_SE_PL_DUMMY_244, 0x20, 0, 1, 0, SFX_FLAG_10)
/* 0x8F5 */ DEFINE_SFX(NA_SE_PL_DUMMY_245, 0x20, 0, 1, 0, SFX_FLAG_10)
/* 0x8F6 */ DEFINE_SFX(NA_SE_PL_DUMMY_246, 0x20, 0, 1, 0, SFX_FLAG_10)
/* 0x8F7 */ DEFINE_SFX(NA_SE_PL_DUMMY_247, 0x20, 0, 1, 0, SFX_FLAG_10)
/* 0x8F8 */ DEFINE_SFX(NA_SE_PL_DUMMY_248, 0x20, 0, 2, 0, SFX_FLAG_10)
/* 0x8F9 */ DEFINE_SFX(NA_SE_PL_DUMMY_249, 0x20, 0, 1, 0, SFX_FLAG_10)
/* 0x8FA */ DEFINE_SFX(NA_SE_PL_DUMMY_250, 0x20, 0, 2, 0, SFX_FLAG_10)
/* 0x8FB */ DEFINE_SFX(NA_SE_PL_DUMMY_251, 0x20, 0, 0, 0, SFX_FLAG_10)
/* 0x8FC */ DEFINE_SFX(NA_SE_PL_DUMMY_252, 0x20, 0, 0, 0, SFX_FLAG_10)
/* 0x8FD */ DEFINE_SFX(NA_SE_PL_DUMMY_253, 0x20, 0, 0, 0, SFX_FLAG_10)
/* 0x8FE */ DEFINE_SFX(NA_SE_PL_DUMMY_254, 0x20, 0, 0, 0, SFX_FLAG_10)
/* 0x8FF */ DEFINE_SFX(NA_SE_PL_DUMMY_255, 0x20, 0, 0, 0, SFX_FLAG_10)
/* 0x900 */ DEFINE_SFX(NA_SE_PL_DUMMY_256, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x901 */ DEFINE_SFX(NA_SE_PL_DUMMY_257, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x902 */ DEFINE_SFX(NA_SE_PL_DUMMY_258, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x903 */ DEFINE_SFX(NA_SE_PL_DUMMY_259, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x904 */ DEFINE_SFX(NA_SE_PL_DUMMY_260, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x905 */ DEFINE_SFX(NA_SE_PL_DUMMY_261, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x906 */ DEFINE_SFX(NA_SE_PL_DUMMY_262, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x907 */ DEFINE_SFX(NA_SE_PL_DUMMY_263, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x908 */ DEFINE_SFX(NA_SE_PL_DUMMY_264, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x909 */ DEFINE_SFX(NA_SE_PL_DUMMY_265, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x90A */ DEFINE_SFX(NA_SE_PL_DUMMY_266, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x90B */ DEFINE_SFX(NA_SE_PL_DUMMY_267, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x90C */ DEFINE_SFX(NA_SE_PL_DUMMY_268, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x90D */ DEFINE_SFX(NA_SE_PL_DUMMY_269, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x90E */ DEFINE_SFX(NA_SE_PL_DUMMY_270, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x90F */ DEFINE_SFX(NA_SE_PL_DUMMY_271, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x910 */ DEFINE_SFX(NA_SE_PL_DUMMY_272, 0x40, 0, 1, 0, SFX_FLAG_10)
/* 0x911 */ DEFINE_SFX(NA_SE_PL_DUMMY_273, 0x40, 0, 1, 0, SFX_FLAG_10)
/* 0x912 */ DEFINE_SFX(NA_SE_PL_DUMMY_274, 0x40, 0, 1, 0, SFX_FLAG_10)
/* 0x913 */ DEFINE_SFX(NA_SE_PL_DUMMY_275, 0x40, 0, 1, 0, SFX_FLAG_10)
/* 0x914 */ DEFINE_SFX(NA_SE_PL_DUMMY_276, 0x40, 0, 1, 0, SFX_FLAG_10)
/* 0x915 */ DEFINE_SFX(NA_SE_PL_DUMMY_277, 0x40, 0, 1, 0, SFX_FLAG_10)
/* 0x916 */ DEFINE_SFX(NA_SE_PL_DUMMY_278, 0x40, 0, 1, 0, SFX_FLAG_10)
/* 0x917 */ DEFINE_SFX(NA_SE_PL_DUMMY_279, 0x40, 0, 1, 0, SFX_FLAG_10)
/* 0x918 */ DEFINE_SFX(NA_SE_PL_DUMMY_280, 0x40, 0, 1, 0, SFX_FLAG_10)
/* 0x919 */ DEFINE_SFX(NA_SE_PL_DUMMY_281, 0x40, 0, 1, 0, SFX_FLAG_10)
/* 0x91A */ DEFINE_SFX(NA_SE_PL_DUMMY_282, 0x40, 0, 1, 0, SFX_FLAG_10)
/* 0x91B */ DEFINE_SFX(NA_SE_PL_DUMMY_283, 0x40, 0, 1, 0, SFX_FLAG_10)
/* 0x91C */ DEFINE_SFX(NA_SE_PL_DUMMY_284, 0x40, 0, 1, 0, SFX_FLAG_10)
/* 0x91D */ DEFINE_SFX(NA_SE_PL_DUMMY_285, 0x40, 0, 1, 0, SFX_FLAG_10)
/* 0x91E */ DEFINE_SFX(NA_SE_PL_DUMMY_286, 0x40, 0, 1, 0, SFX_FLAG_10)
/* 0x91F */ DEFINE_SFX(NA_SE_PL_DUMMY_287, 0x40, 0, 1, 0, SFX_FLAG_10)
/* 0x920 */ DEFINE_SFX(NA_SE_PL_DUMMY_288, 0x20, 0, 2, 0, SFX_FLAG_10)
/* 0x921 */ DEFINE_SFX(NA_SE_PL_DUMMY_289, 0x20, 0, 2, 0, SFX_FLAG_10)
/* 0x922 */ DEFINE_SFX(NA_SE_PL_DUMMY_290, 0x20, 0, 2, 0, SFX_FLAG_10)
/* 0x923 */ DEFINE_SFX(NA_SE_PL_DUMMY_291, 0x20, 0, 2, 0, SFX_FLAG_10)
/* 0x924 */ DEFINE_SFX(NA_SE_PL_DUMMY_292, 0x20, 0, 1, 0, SFX_FLAG_10)
/* 0x925 */ DEFINE_SFX(NA_SE_PL_DUMMY_293, 0x20, 0, 1, 0, SFX_FLAG_10)
/* 0x926 */ DEFINE_SFX(NA_SE_PL_DUMMY_294, 0x20, 0, 1, 0, SFX_FLAG_10)
/* 0x927 */ DEFINE_SFX(NA_SE_PL_DUMMY_295, 0x20, 0, 1, 0, SFX_FLAG_10)
/* 0x928 */ DEFINE_SFX(NA_SE_PL_DUMMY_296, 0x20, 0, 2, 0, SFX_FLAG_10)
/* 0x929 */ DEFINE_SFX(NA_SE_PL_DUMMY_297, 0x20, 0, 1, 0, SFX_FLAG_10)
/* 0x92A */ DEFINE_SFX(NA_SE_PL_DUMMY_298, 0x20, 0, 2, 0, SFX_FLAG_10)
/* 0x92B */ DEFINE_SFX(NA_SE_PL_DUMMY_299, 0x20, 0, 0, 0, SFX_FLAG_10)
/* 0x92C */ DEFINE_SFX(NA_SE_PL_DUMMY_300, 0x20, 0, 0, 0, SFX_FLAG_10)
/* 0x92D */ DEFINE_SFX(NA_SE_PL_DUMMY_301, 0x20, 0, 0, 0, SFX_FLAG_10)
/* 0x92E */ DEFINE_SFX(NA_SE_PL_DUMMY_302, 0x20, 0, 0, 0, SFX_FLAG_10)
/* 0x92F */ DEFINE_SFX(NA_SE_PL_DUMMY_303, 0x20, 0, 0, 0, SFX_FLAG_10)
/* 0x930 */ DEFINE_SFX(NA_SE_PL_DUMMY_304, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x931 */ DEFINE_SFX(NA_SE_PL_DUMMY_305, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x932 */ DEFINE_SFX(NA_SE_PL_DUMMY_306, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x933 */ DEFINE_SFX(NA_SE_PL_DUMMY_307, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x934 */ DEFINE_SFX(NA_SE_PL_DUMMY_308, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x935 */ DEFINE_SFX(NA_SE_PL_DUMMY_309, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x936 */ DEFINE_SFX(NA_SE_PL_DUMMY_310, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x937 */ DEFINE_SFX(NA_SE_PL_DUMMY_311, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x938 */ DEFINE_SFX(NA_SE_PL_DUMMY_312, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x939 */ DEFINE_SFX(NA_SE_PL_DUMMY_313, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x93A */ DEFINE_SFX(NA_SE_PL_DUMMY_314, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x93B */ DEFINE_SFX(NA_SE_PL_DUMMY_315, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x93C */ DEFINE_SFX(NA_SE_PL_DUMMY_316, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x93D */ DEFINE_SFX(NA_SE_PL_DUMMY_317, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x93E */ DEFINE_SFX(NA_SE_PL_DUMMY_318, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x93F */ DEFINE_SFX(NA_SE_PL_DUMMY_319, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x940 */ DEFINE_SFX(NA_SE_PL_DUMMY_320, 0x40, 0, 1, 0, SFX_FLAG_10)
/* 0x941 */ DEFINE_SFX(NA_SE_PL_DUMMY_321, 0x40, 0, 1, 0, SFX_FLAG_10)
/* 0x942 */ DEFINE_SFX(NA_SE_PL_DUMMY_322, 0x40, 0, 1, 0, SFX_FLAG_10)
/* 0x943 */ DEFINE_SFX(NA_SE_PL_DUMMY_323, 0x40, 0, 1, 0, SFX_FLAG_10)
/* 0x944 */ DEFINE_SFX(NA_SE_PL_DUMMY_324, 0x40, 0, 1, 0, SFX_FLAG_10)
/* 0x945 */ DEFINE_SFX(NA_SE_PL_DUMMY_325, 0x40, 0, 1, 0, SFX_FLAG_10)
/* 0x946 */ DEFINE_SFX(NA_SE_PL_DUMMY_326, 0x40, 0, 1, 0, SFX_FLAG_10)
/* 0x947 */ DEFINE_SFX(NA_SE_PL_DUMMY_327, 0x40, 0, 1, 0, SFX_FLAG_10)
/* 0x948 */ DEFINE_SFX(NA_SE_PL_DUMMY_328, 0x40, 0, 1, 0, SFX_FLAG_10)
/* 0x949 */ DEFINE_SFX(NA_SE_PL_DUMMY_329, 0x40, 0, 1, 0, SFX_FLAG_10)
/* 0x94A */ DEFINE_SFX(NA_SE_PL_DUMMY_330, 0x40, 0, 1, 0, SFX_FLAG_10)
/* 0x94B */ DEFINE_SFX(NA_SE_PL_DUMMY_331, 0x40, 0, 1, 0, SFX_FLAG_10)
/* 0x94C */ DEFINE_SFX(NA_SE_PL_DUMMY_332, 0x40, 0, 1, 0, SFX_FLAG_10)
/* 0x94D */ DEFINE_SFX(NA_SE_PL_DUMMY_333, 0x40, 0, 1, 0, SFX_FLAG_10)
/* 0x94E */ DEFINE_SFX(NA_SE_PL_DUMMY_334, 0x40, 0, 1, 0, SFX_FLAG_10)
/* 0x94F */ DEFINE_SFX(NA_SE_PL_DUMMY_335, 0x40, 0, 1, 0, SFX_FLAG_10)
/* 0x950 */ DEFINE_SFX(NA_SE_PL_DUMMY_336, 0x20, 0, 2, 0, SFX_FLAG_10)
/* 0x951 */ DEFINE_SFX(NA_SE_PL_DUMMY_337, 0x20, 0, 2, 0, SFX_FLAG_10)
/* 0x952 */ DEFINE_SFX(NA_SE_PL_DUMMY_338, 0x20, 0, 2, 0, SFX_FLAG_10)
/* 0x953 */ DEFINE_SFX(NA_SE_PL_DUMMY_339, 0x20, 0, 2, 0, SFX_FLAG_10)
/* 0x954 */ DEFINE_SFX(NA_SE_PL_DUMMY_340, 0x20, 0, 1, 0, SFX_FLAG_10)
/* 0x955 */ DEFINE_SFX(NA_SE_PL_DUMMY_341, 0x20, 0, 1, 0, SFX_FLAG_10)
/* 0x956 */ DEFINE_SFX(NA_SE_PL_DUMMY_342, 0x20, 0, 1, 0, SFX_FLAG_10)
/* 0x957 */ DEFINE_SFX(NA_SE_PL_DUMMY_343, 0x20, 0, 1, 0, SFX_FLAG_10)
/* 0x958 */ DEFINE_SFX(NA_SE_PL_DUMMY_344, 0x20, 0, 2, 0, SFX_FLAG_10)
/* 0x959 */ DEFINE_SFX(NA_SE_PL_DUMMY_345, 0x20, 0, 1, 0, SFX_FLAG_10)
/* 0x95A */ DEFINE_SFX(NA_SE_PL_DUMMY_346, 0x20, 0, 2, 0, SFX_FLAG_10)
/* 0x95B */ DEFINE_SFX(NA_SE_PL_DUMMY_347, 0x20, 0, 0, 0, SFX_FLAG_10)
/* 0x95C */ DEFINE_SFX(NA_SE_PL_DUMMY_348, 0x20, 0, 0, 0, SFX_FLAG_10)
/* 0x95D */ DEFINE_SFX(NA_SE_PL_DUMMY_349, 0x20, 0, 0, 0, SFX_FLAG_10)
/* 0x95E */ DEFINE_SFX(NA_SE_PL_DUMMY_350, 0x20, 0, 0, 0, SFX_FLAG_10)
/* 0x95F */ DEFINE_SFX(NA_SE_PL_DUMMY_351, 0x20, 0, 0, 0, SFX_FLAG_10)
/* 0x960 */ DEFINE_SFX(NA_SE_EV_MARATHONMAN_RISE, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x961 */ DEFINE_SFX(NA_SE_PL_DUMMY_353, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x962 */ DEFINE_SFX(NA_SE_PL_DUMMY_354, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x963 */ DEFINE_SFX(NA_SE_PL_DUMMY_355, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x964 */ DEFINE_SFX(NA_SE_PL_DUMMY_356, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x965 */ DEFINE_SFX(NA_SE_PL_DUMMY_357, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x966 */ DEFINE_SFX(NA_SE_PL_DUMMY_358, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x967 */ DEFINE_SFX(NA_SE_PL_DUMMY_359, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x968 */ DEFINE_SFX(NA_SE_PL_DUMMY_360, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x969 */ DEFINE_SFX(NA_SE_PL_DUMMY_361, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x96A */ DEFINE_SFX(NA_SE_PL_DUMMY_362, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x96B */ DEFINE_SFX(NA_SE_PL_DUMMY_363, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x96C */ DEFINE_SFX(NA_SE_PL_DUMMY_364, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x96D */ DEFINE_SFX(NA_SE_PL_DUMMY_365, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x96E */ DEFINE_SFX(NA_SE_PL_DUMMY_366, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x96F */ DEFINE_SFX(NA_SE_PL_DUMMY_367, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x970 */ DEFINE_SFX(NA_SE_EV_MARATHONMAN_LAND, 0x40, 0, 1, 0, SFX_FLAG_10)
/* 0x971 */ DEFINE_SFX(NA_SE_PL_DUMMY_369, 0x40, 0, 1, 0, SFX_FLAG_10)
/* 0x972 */ DEFINE_SFX(NA_SE_PL_DUMMY_370, 0x40, 0, 1, 0, SFX_FLAG_10)
/* 0x973 */ DEFINE_SFX(NA_SE_PL_DUMMY_371, 0x40, 0, 1, 0, SFX_FLAG_10)
/* 0x974 */ DEFINE_SFX(NA_SE_PL_DUMMY_372, 0x40, 0, 1, 0, SFX_FLAG_10)
/* 0x975 */ DEFINE_SFX(NA_SE_PL_DUMMY_373, 0x40, 0, 1, 0, SFX_FLAG_10)
/* 0x976 */ DEFINE_SFX(NA_SE_PL_DUMMY_374, 0x40, 0, 1, 0, SFX_FLAG_10)
/* 0x977 */ DEFINE_SFX(NA_SE_PL_DUMMY_375, 0x40, 0, 1, 0, SFX_FLAG_10)
/* 0x978 */ DEFINE_SFX(NA_SE_PL_DUMMY_376, 0x40, 0, 1, 0, SFX_FLAG_10)
/* 0x979 */ DEFINE_SFX(NA_SE_PL_DUMMY_377, 0x40, 0, 1, 0, SFX_FLAG_10)
/* 0x97A */ DEFINE_SFX(NA_SE_PL_DUMMY378, 0x40, 0, 1, 0, SFX_FLAG_10)
/* 0x97B */ DEFINE_SFX(NA_SE_PL_DUMMY_379, 0x40, 0, 1, 0, SFX_FLAG_10)
/* 0x97C */ DEFINE_SFX(NA_SE_PL_DUMMY_380, 0x40, 0, 1, 0, SFX_FLAG_10)
/* 0x97D */ DEFINE_SFX(NA_SE_PL_DUMMY_381, 0x40, 0, 1, 0, SFX_FLAG_10)
/* 0x97E */ DEFINE_SFX(NA_SE_PL_DUMMY_382, 0x40, 0, 1, 0, SFX_FLAG_10)
/* 0x97F */ DEFINE_SFX(NA_SE_PL_DUMMY_383, 0x40, 0, 1, 0, SFX_FLAG_10)
/* 0x980 */ DEFINE_SFX(NA_SE_PL_GORON_CHG_ROLL, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x981 */ DEFINE_SFX(NA_SE_PL_DUMMY_385, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x982 */ DEFINE_SFX(NA_SE_PL_DUMMY_386, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x983 */ DEFINE_SFX(NA_SE_PL_DUMMY_387, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x984 */ DEFINE_SFX(NA_SE_PL_DUMMY_388, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x985 */ DEFINE_SFX(NA_SE_PL_DUMMY_389, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x986 */ DEFINE_SFX(NA_SE_PL_DUMMY_390, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x987 */ DEFINE_SFX(NA_SE_PL_DUMMY_391, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x988 */ DEFINE_SFX(NA_SE_PL_DUMMY_392, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x989 */ DEFINE_SFX(NA_SE_PL_DUMMY_393, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x98A */ DEFINE_SFX(NA_SE_PL_DUMMY_394, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x98B */ DEFINE_SFX(NA_SE_PL_DUMMY_395, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x98C */ DEFINE_SFX(NA_SE_PL_DUMMY_396, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x98D */ DEFINE_SFX(NA_SE_PL_DUMMY_397, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x98E */ DEFINE_SFX(NA_SE_PL_DUMMY_398, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x98F */ DEFINE_SFX(NA_SE_PL_GORON_CHG_ROLL_ICE, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x990 */ DEFINE_SFX(NA_SE_PL_GORON_ROLL, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x991 */ DEFINE_SFX(NA_SE_PL_DUMMY_401, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x992 */ DEFINE_SFX(NA_SE_PL_DUMMY_402, 0x50, 0, 0, 0, SFX_FLAG_10)
/* 0x993 */ DEFINE_SFX(NA_SE_PL_DUMMY_403, 0x50, 0, 0, 0, SFX_FLAG_10)
/* 0x994 */ DEFINE_SFX(NA_SE_PL_DUMMY_404, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x995 */ DEFINE_SFX(NA_SE_PL_DUMMY_405, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x996 */ DEFINE_SFX(NA_SE_PL_DUMMY_406, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x997 */ DEFINE_SFX(NA_SE_PL_DUMMY_407, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x998 */ DEFINE_SFX(NA_SE_PL_DUMMY_408, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x999 */ DEFINE_SFX(NA_SE_PL_DUMMY_409, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x99A */ DEFINE_SFX(NA_SE_PL_DUMMY_410, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x99B */ DEFINE_SFX(NA_SE_PL_DUMMY_411, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x99C */ DEFINE_SFX(NA_SE_PL_DUMMY_412, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x99D */ DEFINE_SFX(NA_SE_PL_DUMMY_413, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x99E */ DEFINE_SFX(NA_SE_PL_DUMMY_414, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x99F */ DEFINE_SFX(NA_SE_PL_GORON_ROLL_ICE, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x9A0 */ DEFINE_SFX(NA_SE_PL_DEKUNUTS_BUD, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x9A1 */ DEFINE_SFX(NA_SE_PL_DEKUNUTS_BUBLE_BREATH, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x9A2 */ DEFINE_SFX(NA_SE_PL_GORON_BALL_CHARGE_FAILED, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x9A3 */ DEFINE_SFX(NA_SE_PL_GORON_BALL_CHARGE_DASH, 0x60, 0, 0, 0, SFX_FLAG_10)
/* 0x9A4 */ DEFINE_SFX(NA_SE_PL_FACE_CHANGE, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x9A5 */ DEFINE_SFX(NA_SE_PL_FACE_UP_S, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x9A6 */ DEFINE_SFX(NA_SE_PL_DEKUNUTS_STRUGGLE, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x9A7 */ DEFINE_SFX(NA_SE_PL_WARP_PLATE, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x9A8 */ DEFINE_SFX(NA_SE_PL_WARP_PLATE_OUT, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x9A9 */ DEFINE_SFX(NA_SE_PL_DEKUNUTS_ATTACK, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x9AA */ DEFINE_SFX(NA_SE_PL_TRANSFORM_VOICE, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x9AB */ DEFINE_SFX(NA_SE_PL_FACE_RETURN, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x9AC */ DEFINE_SFX(NA_SE_PL_DEKUNUTS_DROP_BOMB, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x9AD */ DEFINE_SFX(NA_SE_PL_GORON_SLIP, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x9AE */ DEFINE_SFX(NA_SE_PL_ROLL_SNOW_DUST, 0x30, 0, 2, 0, SFX_FLAG_14)
/* 0x9AF */ DEFINE_SFX(NA_SE_PL_ZORA_SPARK_BARRIER, 0x40, 3, 0, 0, SFX_FLAG_10)
/* 0x9B0 */ DEFINE_SFX(NA_SE_PL_DEKUNUTS_JUMP, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x9B1 */ DEFINE_SFX(NA_SE_PL_DEKUNUTS_JUMP2, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x9B2 */ DEFINE_SFX(NA_SE_PL_DEKUNUTS_JUMP3, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x9B3 */ DEFINE_SFX(NA_SE_PL_DEKUNUTS_JUMP4, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x9B4 */ DEFINE_SFX(NA_SE_PL_DEKUNUTS_JUMP5, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x9B5 */ DEFINE_SFX(NA_SE_PL_DEKUNUTS_JUMP6, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x9B6 */ DEFINE_SFX(NA_SE_PL_DEKUNUTS_JUMP7, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x9B7 */ DEFINE_SFX(NA_SE_PL_DEKUNUTS_JUMP8, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x9B8 */ DEFINE_SFX(NA_SE_PL_GORON_STOMACH_EXPLOSION, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x9B9 */ DEFINE_SFX(NA_SE_PL_GORON_DRINK_BOMB, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x9BA */ DEFINE_SFX(NA_SE_PL_GET_UP, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x9BB */ DEFINE_SFX(NA_SE_PL_WARP_WING_OPEN, 0x30, 0, 0, 0, SFX_FLAG_13 | SFX_FLAG_10)
/* 0x9BC */ DEFINE_SFX(NA_SE_PL_WARP_WING_CLOSE, 0x30, 0, 0, 0, SFX_FLAG_13 | SFX_FLAG_10)
/* 0x9BD */ DEFINE_SFX(NA_SE_PL_WARP_WING_ROLL, 0x30, 0, 0, 0, SFX_FLAG_13 | SFX_FLAG_10)
/* 0x9BE */ DEFINE_SFX(NA_SE_PL_WARP_WING_VANISH, 0x30, 0, 0, 0, SFX_FLAG_13 | SFX_FLAG_10)
/* 0x9BF */ DEFINE_SFX(NA_SE_PL_DEKUNUTS_MISS_FIRE, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x9C0 */ DEFINE_SFX(NA_SE_PL_FLYING_AIR, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x9C1 */ DEFINE_SFX(NA_SE_PL_FIREWORKS, 0x30, 3, 1, 0, 0)
/* 0x9C2 */ DEFINE_SFX(NA_SE_PL_FIREWORKS_DUMMY, 0x30, 3, 1, 0, 0)
/* 0x9C3 */ DEFINE_SFX(NA_SE_PL_PULL_UP_SNOWBALL, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x9C4 */ DEFINE_SFX(NA_SE_PL_WARP_WING_ROLL_2, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x9C5 */ DEFINE_SFX(NA_SE_PL_TRANSFORM_GIANT, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x9C6 */ DEFINE_SFX(NA_SE_PL_TRANSFORM_NORAML, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x9C7 */ DEFINE_SFX(NA_SE_PL_LI_OKARINATORI, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x9C8 */ DEFINE_SFX(NA_SE_PL_LI_FUTTOBI, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x9C9 */ DEFINE_SFX(NA_SE_PL_LI_OP_OKIAGARI, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x9CA */ DEFINE_SFX(NA_SE_PL_LI_OP_TATIAGARI, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x9CB */ DEFINE_SFX(NA_SE_PL_JUMP_METAL, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x9CC */ DEFINE_SFX(NA_SE_PL_LAND_METAL, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x9CD */ DEFINE_SFX(NA_SE_PL_BOUND_METAL, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x9CE */ DEFINE_SFX(NA_SE_PL_WALK_WALL, 0x30, 0, 0, 0, SFX_FLAG_10)
/* 0x9CF */ DEFINE_SFX(NA_SE_PL_WALK_WALL_DEKU, 0x30, 0, 0, 0, SFX_FLAG_10)
+109
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@@ -0,0 +1,109 @@
/**
* Sfx System Bank
*
* DEFINE_SFX should be used for all sfx define in the system bank from sequence 0
* - Argument 0: Enum value for this sfx
* - Argument 1: Importance for deciding which sfx to prioritize. Higher values have greater importance
* - Argument 2: Slows the decay of volume with distance (a 3-bit number ranging from 0-7)
* - Argument 3: Applies increasingly random offsets to frequency (a 2-bit number ranging from 0-3)
* - Argument 4: Various flags to add properties to the sfx
* - 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, 0)
/* 0x4801 */ DEFINE_SFX(NA_SE_SY_WIN_CLOSE, 0xC0, 0, 0, 0, 0)
/* 0x4802 */ DEFINE_SFX(NA_SE_SY_CORRECT_CHIME, 0xB0, 0, 0, 0, SFX_FLAG_5)
/* 0x4803 */ DEFINE_SFX(NA_SE_SY_GET_RUPY, 0x30, 0, 0, 0, 0)
/* 0x4804 */ DEFINE_SFX(NA_SE_SY_MESSAGE_WOMAN, 0x30, 0, 0, 0, 0)
/* 0x4805 */ DEFINE_SFX(NA_SE_SY_MESSAGE_MAN, 0x30, 0, 0, 0, 0)
/* 0x4806 */ DEFINE_SFX(NA_SE_SY_ERROR, 0x50, 0, 0, 0, 0)
/* 0x4807 */ DEFINE_SFX(NA_SE_SY_TRE_BOX_APPEAR, 0x30, 0, 0, 0, SFX_FLAG_5)
/* 0x4808 */ DEFINE_SFX(NA_SE_SY_DECIDE, 0x30, 0, 0, 0, 0)
/* 0x4809 */ DEFINE_SFX(NA_SE_SY_CURSOR, 0x30, 0, 0, 0, 0)
/* 0x480A */ DEFINE_SFX(NA_SE_SY_CANCEL, 0x30, 0, 0, 0, 0)
/* 0x480B */ DEFINE_SFX(NA_SE_SY_HP_RECOVER, 0x30, 0, 0, 0, 0)
/* 0x480C */ DEFINE_SFX(NA_SE_SY_ATTENTION_ON, 0x20, 0, 0, 0, 0)
/* 0x480D */ DEFINE_SFX(NA_SE_SY_DUMMY_13, 0x30, 0, 0, 0, 0)
/* 0x480E */ DEFINE_SFX(NA_SE_SY_DUMMY_14, 0x30, 0, 0, 0, 0)
/* 0x480F */ DEFINE_SFX(NA_SE_SY_LOCK_OFF, 0x30, 0, 0, 0, 0)
/* 0x4810 */ DEFINE_SFX(NA_SE_SY_LOCK_ON_HUMAN, 0x28, 0, 0, 0, 0)
/* 0x4811 */ DEFINE_SFX(NA_SE_SY_DUMMY_17, 0x30, 0, 0, 0, 0)
/* 0x4812 */ DEFINE_SFX(NA_SE_SY_DUMMY_18, 0x30, 0, 0, 0, 0)
/* 0x4813 */ DEFINE_SFX(NA_SE_SY_CAMERA_ZOOM_UP, 0x30, 0, 0, 0, 0)
/* 0x4814 */ DEFINE_SFX(NA_SE_SY_CAMERA_ZOOM_DOWN, 0x30, 0, 0, 0, 0)
/* 0x4815 */ DEFINE_SFX(NA_SE_SY_DUMMY_21, 0x30, 0, 0, 0, 0)
/* 0x4816 */ DEFINE_SFX(NA_SE_SY_DUMMY_22, 0x30, 0, 0, 0, 0)
/* 0x4817 */ DEFINE_SFX(NA_SE_SY_ATTENTION_ON_OLD, 0x30, 0, 0, 0, 0)
/* 0x4818 */ DEFINE_SFX(NA_SE_SY_MESSAGE_PASS, 0x18, 0, 0, 0, 0)
/* 0x4819 */ DEFINE_SFX(NA_SE_SY_WARNING_COUNT_N, 0x2C, 0, 0, 0, 0)
/* 0x481A */ DEFINE_SFX(NA_SE_SY_WARNING_COUNT_E, 0x2C, 0, 0, 0, 0)
/* 0x481B */ DEFINE_SFX(NA_SE_SY_HITPOINT_ALARM, 0x20, 0, 0, 0, 0)
/* 0x481C */ DEFINE_SFX(NA_SE_SY_DUMMY_28, 0x30, 0, 0, 0, 0)
/* 0x481D */ DEFINE_SFX(NA_SE_SY_DEMO_CUT, 0x30, 0, 0, 0, 0)
/* 0x481E */ DEFINE_SFX(NA_SE_SY_NAVY_CALL, 0x30, 0, 0, 0, 0)
/* 0x481F */ DEFINE_SFX(NA_SE_SY_GAUGE_UP, 0x30, 0, 0, 0, 0)
/* 0x4820 */ DEFINE_SFX(NA_SE_SY_DUMMY_32, 0x30, 0, 0, 0, 0)
/* 0x4821 */ DEFINE_SFX(NA_SE_SY_DUMMY_33, 0x30, 0, 0, 0, 0)
/* 0x4822 */ DEFINE_SFX(NA_SE_SY_DUMMY_34, 0x30, 0, 0, 0, 0)
/* 0x4823 */ DEFINE_SFX(NA_SE_SY_PIECE_OF_HEART, 0x30, 0, 0, 0, 0)
/* 0x4824 */ DEFINE_SFX(NA_SE_SY_GET_ITEM, 0x30, 0, 0, 0, 0)
/* 0x4825 */ DEFINE_SFX(NA_SE_SY_WIN_SCROLL_LEFT, 0x30, 0, 0, 0, 0)
/* 0x4826 */ DEFINE_SFX(NA_SE_SY_WIN_SCROLL_RIGHT, 0x30, 0, 0, 0, 0)
/* 0x4827 */ DEFINE_SFX(NA_SE_SY_OCARINA_ERROR, 0x20, 0, 0, 0, 0)
/* 0x4828 */ DEFINE_SFX(NA_SE_SY_CAMERA_ZOOM_UP_2, 0x30, 0, 0, 0, 0)
/* 0x4829 */ DEFINE_SFX(NA_SE_SY_CAMERA_ZOOM_DOWN_2, 0x30, 0, 0, 0, 0)
/* 0x482A */ DEFINE_SFX(NA_SE_SY_GLASSMODE_ON, 0x30, 0, 0, 0, 0)
/* 0x482B */ DEFINE_SFX(NA_SE_SY_GLASSMODE_OFF, 0x30, 0, 0, 0, 0)
/* 0x482C */ DEFINE_SFX(NA_SE_SY_FOUND, 0x60, 0, 0, 0, 0)
/* 0x482D */ DEFINE_SFX(NA_SE_SY_HIT_SOUND, 0x30, 0, 0, 0, 0)
/* 0x482E */ DEFINE_SFX(NA_SE_SY_MESSAGE_END, 0x30, 0, 0, 0, 0)
/* 0x482F */ DEFINE_SFX(NA_SE_SY_RUPY_COUNT, 0x30, 0, 0, 0, 0)
/* 0x4830 */ DEFINE_SFX(NA_SE_SY_LOCK_ON, 0x30, 0, 0, 0, 0)
/* 0x4831 */ DEFINE_SFX(NA_SE_SY_GET_BOXITEM, 0x30, 0, 0, 0, 0)
/* 0x4832 */ DEFINE_SFX(NA_SE_SY_WHITE_OUT_INTO_MOON, 0x30, 0, 0, 0, 0)
/* 0x4833 */ DEFINE_SFX(NA_SE_SY_WHITE_OUT_S, 0x30, 0, 0, 0, 0)
/* 0x4834 */ DEFINE_SFX(NA_SE_SY_WHITE_OUT_T, 0x30, 0, 0, 0, 0)
/* 0x4835 */ DEFINE_SFX(NA_SE_SY_START_SHOT, 0x30, 0, 0, 0, 0)
/* 0x4836 */ DEFINE_SFX(NA_SE_SY_METRONOME, 0x30, 0, 0, 0, 0)
/* 0x4837 */ DEFINE_SFX(NA_SE_SY_ATTENTION_URGENCY, 0x30, 0, 0, 0, 0)
/* 0x4838 */ DEFINE_SFX(NA_SE_SY_METRONOME_LV, 0x30, 0, 0, 0, 0)
/* 0x4839 */ DEFINE_SFX(NA_SE_SY_FSEL_CURSOR, 0x30, 0, 0, 0, 0)
/* 0x483A */ DEFINE_SFX(NA_SE_SY_FSEL_DECIDE_S, 0x30, 0, 0, 0, 0)
/* 0x483B */ DEFINE_SFX(NA_SE_SY_FSEL_DECIDE_L, 0x30, 0, 0, 0, 0)
/* 0x483C */ DEFINE_SFX(NA_SE_SY_FSEL_CLOSE, 0x30, 0, 0, 0, 0)
/* 0x483D */ DEFINE_SFX(NA_SE_SY_FSEL_ERROR, 0x30, 0, 0, 0, 0)
/* 0x483E */ DEFINE_SFX(NA_SE_SY_SET_FIRE_ARROW, 0x30, 0, 0, 0, 0)
/* 0x483F */ DEFINE_SFX(NA_SE_SY_SET_ICE_ARROW, 0x30, 0, 0, 0, 0)
/* 0x4840 */ DEFINE_SFX(NA_SE_SY_SET_LIGHT_ARROW, 0x30, 0, 0, 0, 0)
/* 0x4841 */ DEFINE_SFX(NA_SE_SY_SYNTH_MAGIC_ARROW, 0x30, 0, 0, 0, 0)
/* 0x4842 */ DEFINE_SFX(NA_SE_SY_METRONOME_2, 0x30, 0, 0, 0, 0)
/* 0x4843 */ DEFINE_SFX(NA_SE_SY_KINSTA_MARK_APPEAR, 0x30, 0, 0, 0, 0)
/* 0x4844 */ DEFINE_SFX(NA_SE_SY_FIVE_COUNT_LUPY, 0x30, 0, 0, 0, 0)
/* 0x4845 */ DEFINE_SFX(NA_SE_SY_CARROT_RECOVER, 0x30, 0, 0, 0, 0)
/* 0x4846 */ DEFINE_SFX(NA_SE_EV_FAIVE_LUPY_COUNT, 0x30, 0, 0, 0, 0)
/* 0x4847 */ DEFINE_SFX(NA_SE_SY_METRONOME_TEMPO, 0x30, 0, 0, 0, 0)
/* 0x4848 */ DEFINE_SFX(NA_SE_SY_COMICAL_SOUND0_0, 0x30, 0, 0, 0, 0)
/* 0x4849 */ DEFINE_SFX(NA_SE_SY_COMICAL_SOUND0_1, 0x30, 0, 0, 0, 0)
/* 0x484A */ DEFINE_SFX(NA_SE_SY_COMICAL_SOUND0_LAST, 0x30, 0, 0, 0, 0)
/* 0x484B */ DEFINE_SFX(NA_SE_SY_SOUT_DEMO, 0x30, 0, 0, 0, 0)
/* 0x484C */ DEFINE_SFX(NA_SE_SY_TIMESIGNAL_BELL, 0x30, 0, 0, 0, 0)
/* 0x484D */ DEFINE_SFX(NA_SE_SY_DEKUNUTS_JUMP_FAILED, 0x30, 0, 0, 0, 0)
/* 0x484E */ DEFINE_SFX(NA_SE_SY_ATTENTION_SOUND, 0x30, 0, 0, 0, 0)
/* 0x484F */ DEFINE_SFX(NA_SE_SY_TRANSFORM_MASK_FLASH, 0x30, 0, 0, 0, 0)
/* 0x4850 */ DEFINE_SFX(NA_SE_SY_CAMERA_SHUTTER, 0x30, 0, 0, 0, 0)
/* 0x4851 */ DEFINE_SFX(NA_SE_SY_STALKIDS_PSYCHO, 0x60, 0, 0, 0, 0)
/* 0x4852 */ DEFINE_SFX(NA_SE_SY_CHICK_JOIN_CHIME, 0x30, 0, 0, 0, 0)
/* 0x4853 */ DEFINE_SFX(NA_SE_SY_HIT_SOUND_L, 0x30, 0, 0, 0, 0)
/* 0x4854 */ DEFINE_SFX(NA_SE_SY_FAIRY_MASK_SUCCESS, 0x30, 0, 0, 0, SFX_FLAG_5)
/* 0x4855 */ DEFINE_SFX(NA_SE_SY_SCHEDULE_WRITE, 0x60, 0, 0, 0, 0)
/* 0x4856 */ DEFINE_SFX(NA_SE_SY_STOPWATCH_TIMER_3, 0x30, 0, 0, 0, 0)
/* 0x4857 */ DEFINE_SFX(NA_SE_SY_STOPWATCH_TIMER_INF, 0x30, 0, 0, 0, 0)
/* 0x4858 */ DEFINE_SFX(NA_SE_SY_EARTHQUAKE_OUTDOOR, 0x30, 0, 0, 0, 0)
/* 0x4859 */ DEFINE_SFX(NA_SE_SY_SPIRAL_DASH, 0x30, 0, 0, 0, 0)
/* 0x485A */ DEFINE_SFX(NA_SE_SY_QUIZ_CORRECT, 0x30, 0, 0, 0, 0)
/* 0x485B */ DEFINE_SFX(NA_SE_SY_QUIZ_INCORRECT, 0x30, 0, 0, 0, 0)
/* 0x485C */ DEFINE_SFX(NA_SE_SY_DIZZY_EFFECT, 0x30, 0, 0, 0, 0)
/* 0x485D */ DEFINE_SFX(NA_SE_SY_TIME_CONTROL_SLOW, 0xA0, 0, 0, 0, SFX_FLAG_3)
/* 0x485E */ DEFINE_SFX(NA_SE_SY_TIME_CONTROL_NORMAL, 0xA0, 0, 0, 0, SFX_FLAG_3)
/* 0x485F */ DEFINE_SFX(NA_SE_SY_SECOM_WARNING, 0x30, 0, 0, 0, 0)
+413
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/**
* Sfx Voice Bank
*
* DEFINE_SFX should be used for all sfx define in the voice bank from sequence 0
* - Argument 0: Enum value for this sfx
* - Argument 1: Importance for deciding which sfx to prioritize. Higher values have greater importance
* - Argument 2: Slows the decay of volume with distance (a 3-bit number ranging from 0-7)
* - Argument 3: Applies increasingly random offsets to frequency (a 2-bit number ranging from 0-3)
* - Argument 4: Various flags to add properties to the sfx
* - 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, 0, SFX_FLAG_10)
/* 0x6801 */ DEFINE_SFX(NA_SE_VO_LI_SWORD_L, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x6802 */ DEFINE_SFX(NA_SE_VO_LI_LASH, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x6803 */ DEFINE_SFX(NA_SE_VO_LI_HANG, 0x20, 2, 0, 0, SFX_FLAG_10)
/* 0x6804 */ DEFINE_SFX(NA_SE_VO_LI_CLIMB_END, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x6805 */ DEFINE_SFX(NA_SE_VO_LI_DAMAGE_S, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x6806 */ DEFINE_SFX(NA_SE_VO_LI_FREEZE, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x6807 */ DEFINE_SFX(NA_SE_VO_LI_FALL_S, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x6808 */ DEFINE_SFX(NA_SE_VO_LI_FALL_L, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x6809 */ DEFINE_SFX(NA_SE_VO_LI_BREATH_REST, 0x30, 2, 1, 0, SFX_FLAG_10)
/* 0x680A */ DEFINE_SFX(NA_SE_VO_LI_BREATH_DRINK, 0x30, 2, 1, 0, SFX_FLAG_10)
/* 0x680B */ DEFINE_SFX(NA_SE_VO_LI_DOWN, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x680C */ DEFINE_SFX(NA_SE_VO_LI_TAKEN_AWAY, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x680D */ DEFINE_SFX(NA_SE_VO_LI_HELD, 0x50, 2, 0, 0, SFX_FLAG_10)
/* 0x680E */ DEFINE_SFX(NA_SE_VO_LI_SNEEZE, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x680F */ DEFINE_SFX(NA_SE_VO_LI_SWEAT, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x6810 */ DEFINE_SFX(NA_SE_VO_LI_DRINK, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x6811 */ DEFINE_SFX(NA_SE_VO_LI_RELAX, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x6812 */ DEFINE_SFX(NA_SE_VO_LI_SWORD_PUTAWAY, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x6813 */ DEFINE_SFX(NA_SE_VO_LI_GROAN, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x6814 */ DEFINE_SFX(NA_SE_VO_LI_AUTO_JUMP, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x6815 */ DEFINE_SFX(NA_SE_VO_LI_MAGIC_NALE, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x6816 */ DEFINE_SFX(NA_SE_VO_LI_SURPRISE, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x6817 */ DEFINE_SFX(NA_SE_VO_LI_MAGIC_FROL, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x6818 */ DEFINE_SFX(NA_SE_VO_LI_PUSH, 0x30, 2, 2, 0, SFX_FLAG_10)
/* 0x6819 */ DEFINE_SFX(NA_SE_VO_LI_HOOKSHOT_HANG, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x681A */ DEFINE_SFX(NA_SE_VO_LI_LAND_DAMAGE_S, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x681B */ DEFINE_SFX(NA_SE_VO_LI_MAGIC_START, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x681C */ DEFINE_SFX(NA_SE_VO_LI_MAGIC_ATTACK, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x681D */ DEFINE_SFX(NA_SE_VO_BL_DOWN, 0x80, 2, 0, 0, SFX_FLAG_10)
/* 0x681E */ DEFINE_SFX(NA_SE_VO_LI_DEMO_DAMAGE, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x681F */ DEFINE_SFX(NA_SE_VO_LI_SWORD_N_copy30, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x6820 */ DEFINE_SFX(NA_SE_VO_DUMMY_32, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x6821 */ DEFINE_SFX(NA_SE_VO_DUMMY_33, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x6822 */ DEFINE_SFX(NA_SE_VO_DUMMY_34, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x6823 */ DEFINE_SFX(NA_SE_VO_DUMMY_35, 0x20, 2, 0, 0, SFX_FLAG_10)
/* 0x6824 */ DEFINE_SFX(NA_SE_VO_DUMMY_36, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x6825 */ DEFINE_SFX(NA_SE_VO_DUMMY_37, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x6826 */ DEFINE_SFX(NA_SE_VO_DUMMY_38, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x6827 */ DEFINE_SFX(NA_SE_VO_DUMMY_39, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x6828 */ DEFINE_SFX(NA_SE_VO_NAVY_ENEMY, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x6829 */ DEFINE_SFX(NA_SE_VO_NAVY_HELLO, 0x30, 2, 1, 0, SFX_FLAG_10)
/* 0x682A */ DEFINE_SFX(NA_SE_VO_NAVY_HEAR, 0x30, 2, 1, 0, SFX_FLAG_10)
/* 0x682B */ DEFINE_SFX(NA_SE_VO_DUMMY_43, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x682C */ DEFINE_SFX(NA_SE_VO_DUMMY_44, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x682D */ DEFINE_SFX(NA_SE_VO_DUMMY_45, 0x50, 2, 0, 0, SFX_FLAG_10)
/* 0x682E */ DEFINE_SFX(NA_SE_VO_DUMMY_46, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x682F */ DEFINE_SFX(NA_SE_VO_DUMMY_47, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x6830 */ DEFINE_SFX(NA_SE_VO_DUMMY_48, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x6831 */ DEFINE_SFX(NA_SE_VO_DUMMY_49, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x6832 */ DEFINE_SFX(NA_SE_VO_DUMMY_50, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x6833 */ DEFINE_SFX(NA_SE_VO_DUMMY_51, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x6834 */ DEFINE_SFX(NA_SE_VO_DUMMY_52, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x6835 */ DEFINE_SFX(NA_SE_VO_DUMMY_53, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x6836 */ DEFINE_SFX(NA_SE_VO_DUMMY_54, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x6837 */ DEFINE_SFX(NA_SE_VO_DUMMY_55, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x6838 */ DEFINE_SFX(NA_SE_VO_DUMMY_56, 0x30, 1, 2, 0, SFX_FLAG_10)
/* 0x6839 */ DEFINE_SFX(NA_SE_VO_DUMMY_57, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x683A */ DEFINE_SFX(NA_SE_VO_DUMMY_58, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x683B */ DEFINE_SFX(NA_SE_VO_DUMMY_59, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x683C */ DEFINE_SFX(NA_SE_VO_DUMMY_60, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x683D */ DEFINE_SFX(NA_SE_VO_DUMMY_61, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x683E */ DEFINE_SFX(NA_SE_VO_DUMMY_62, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x683F */ DEFINE_SFX(NA_SE_VO_DUMMY_63, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x6840 */ DEFINE_SFX(NA_SE_VO_LK_WAKE_UP, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x6841 */ DEFINE_SFX(NA_SE_VO_LK_CATCH_DEMO, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x6842 */ DEFINE_SFX(NA_SE_VO_LK_DRAGGED_DAMAGE, 0x30, 0, 0, 0, 0)
/* 0x6843 */ DEFINE_SFX(NA_SE_VO_NAVY_CALL, 0x60, 0, 0, 0, SFX_FLAG_5)
/* 0x6844 */ DEFINE_SFX(NA_SE_VO_NA_HELLO_3, 0x30, 0, 0, 0, 0)
/* 0x6845 */ DEFINE_SFX(NA_SE_VO_CHAT_MESSAGE_CALL, 0x30, 0, 0, 0, 0)
/* 0x6846 */ DEFINE_SFX(NA_SE_VO_BELL_MESSAGE, 0x30, 0, 0, 0, 0)
/* 0x6847 */ DEFINE_SFX(NA_SE_VO_MONDO_MESSAGE, 0x30, 0, 0, 0, 0)
/* 0x6848 */ DEFINE_SFX(NA_SE_VO_LK_USING_UP_ENERGY, 0x30, 0, 0, 0, 0)
/* 0x6849 */ DEFINE_SFX(NA_SE_VO_DUMMY_73, 0x30, 0, 0, 0, 0)
/* 0x684A */ DEFINE_SFX(NA_SE_VO_GO_SLEEP, 0x30, 0, 0, 0, 0)
/* 0x684B */ DEFINE_SFX(NA_SE_VO_NP_SLEEP_OUT, 0x30, 0, 0, 0, 0)
/* 0x684C */ DEFINE_SFX(NA_SE_VO_DUMMY_76, 0x30, 0, 0, 0, 0)
/* 0x684D */ DEFINE_SFX(NA_SE_VO_DUMMY_77, 0x30, 0, 0, 0, 0)
/* 0x684E */ DEFINE_SFX(NA_SE_VO_NP_DRINK, 0x30, 0, 0, 0, 0)
/* 0x684F */ DEFINE_SFX(NA_SE_VO_DUMMY_79, 0x30, 0, 0, 0, 0)
/* 0x6850 */ DEFINE_SFX(NA_SE_VO_NARRATION_0, 0x30, 0, 0, 0, 0)
/* 0x6851 */ DEFINE_SFX(NA_SE_VO_TA_SURPRISE, 0x30, 0, 0, 0, 0)
/* 0x6852 */ DEFINE_SFX(NA_SE_VO_TA_CRY_0, 0x30, 1, 1, 0, SFX_FLAG_15)
/* 0x6853 */ DEFINE_SFX(NA_SE_VO_TA_CRY_1, 0x30, 1, 1, 0, SFX_FLAG_15)
/* 0x6854 */ DEFINE_SFX(NA_SE_VO_IN_CRY_0, 0x30, 1, 1, 0, SFX_FLAG_15)
/* 0x6855 */ DEFINE_SFX(NA_SE_VO_IN_LOST, 0x30, 1, 1, 0, SFX_FLAG_15)
/* 0x6856 */ DEFINE_SFX(NA_SE_VO_IN_LASH_0, 0x30, 1, 1, 0, SFX_FLAG_15)
/* 0x6857 */ DEFINE_SFX(NA_SE_VO_IN_LASH_1, 0x30, 1, 1, 0, SFX_FLAG_15)
/* 0x6858 */ DEFINE_SFX(NA_SE_VO_FR_LAUGH_0, 0x30, 1, 1, 0, SFX_FLAG_15)
/* 0x6859 */ DEFINE_SFX(NA_SE_VO_FR_SMILE_0, 0x30, 1, 1, 0, SFX_FLAG_15)
/* 0x685A */ DEFINE_SFX(NA_SE_VO_NB_AGONY, 0x30, 1, 1, 0, SFX_FLAG_15)
/* 0x685B */ DEFINE_SFX(NA_SE_VO_NB_CRY_0, 0x30, 1, 1, 0, SFX_FLAG_15)
/* 0x685C */ DEFINE_SFX(NA_SE_VO_NB_NOTICE, 0x30, 1, 1, 0, SFX_FLAG_15)
/* 0x685D */ DEFINE_SFX(NA_SE_VO_NA_HELLO_0, 0x30, 0, 0, 0, SFX_FLAG_15)
/* 0x685E */ DEFINE_SFX(NA_SE_VO_NA_HELLO_1, 0x30, 0, 0, 0, SFX_FLAG_15)
/* 0x685F */ DEFINE_SFX(NA_SE_VO_NA_HELLO_2, 0x30, 0, 0, 0, SFX_FLAG_15)
/* 0x6860 */ DEFINE_SFX(NA_SE_VO_RT_CRASH, 0x30, 1, 1, 0, SFX_FLAG_15)
/* 0x6861 */ DEFINE_SFX(NA_SE_VO_RT_DISCOVER, 0x30, 1, 1, 0, SFX_FLAG_15)
/* 0x6862 */ DEFINE_SFX(NA_SE_VO_RT_FALL, 0x30, 1, 1, 0, SFX_FLAG_15)
/* 0x6863 */ DEFINE_SFX(NA_SE_VO_RT_LAUGH_0, 0x30, 1, 1, 0, SFX_FLAG_15)
/* 0x6864 */ DEFINE_SFX(NA_SE_VO_RT_LIFT, 0x30, 1, 1, 0, SFX_FLAG_15)
/* 0x6865 */ DEFINE_SFX(NA_SE_VO_RT_THROW, 0x30, 1, 1, 0, SFX_FLAG_15)
/* 0x6866 */ DEFINE_SFX(NA_SE_VO_RT_UNBALLANCE, 0x30, 1, 1, 0, SFX_FLAG_15)
/* 0x6867 */ DEFINE_SFX(NA_SE_VO_ST_DAMAGE, 0x30, 1, 1, 0, SFX_FLAG_15)
/* 0x6868 */ DEFINE_SFX(NA_SE_VO_ST_ATTACK, 0x30, 1, 1, 0, SFX_FLAG_15)
/* 0x6869 */ DEFINE_SFX(NA_SE_VO_Z0_HURRY, 0x30, 1, 1, 0, SFX_FLAG_15)
/* 0x686A */ DEFINE_SFX(NA_SE_VO_Z0_MEET, 0x30, 1, 1, 0, SFX_FLAG_15)
/* 0x686B */ DEFINE_SFX(NA_SE_VO_Z0_QUESTION, 0x30, 1, 1, 0, SFX_FLAG_15)
/* 0x686C */ DEFINE_SFX(NA_SE_VO_Z0_SIGH_0, 0x30, 1, 1, 0, SFX_FLAG_15)
/* 0x686D */ DEFINE_SFX(NA_SE_VO_Z0_SMILE_0, 0x30, 1, 1, 0, SFX_FLAG_15)
/* 0x686E */ DEFINE_SFX(NA_SE_VO_Z0_SURPRISE, 0x30, 1, 1, 0, SFX_FLAG_15)
/* 0x686F */ DEFINE_SFX(NA_SE_VO_Z0_THROW, 0x30, 1, 1, 0, SFX_FLAG_15)
/* 0x6870 */ DEFINE_SFX(NA_SE_VO_SK_CRY_0, 0x30, 1, 1, 0, SFX_FLAG_15)
/* 0x6871 */ DEFINE_SFX(NA_SE_VO_SK_CRY_1, 0x30, 1, 1, 0, SFX_FLAG_15)
/* 0x6872 */ DEFINE_SFX(NA_SE_VO_SK_CRASH, 0x30, 1, 1, 0, SFX_FLAG_15)
/* 0x6873 */ DEFINE_SFX(NA_SE_VO_NA_LISTEN, 0x30, 1, 1, 0, SFX_FLAG_15)
/* 0x6874 */ DEFINE_SFX(NA_SE_VO_SK_SHOUT, 0x30, 1, 0, 0, SFX_FLAG_15)
/* 0x6875 */ DEFINE_SFX(NA_SE_VO_Z1_CRY_0, 0x30, 3, 1, 0, SFX_FLAG_15)
/* 0x6876 */ DEFINE_SFX(NA_SE_VO_Z1_CRY_1, 0x30, 3, 1, 0, SFX_FLAG_15)
/* 0x6877 */ DEFINE_SFX(NA_SE_VO_Z1_OPENDOOR, 0x30, 3, 1, 0, SFX_FLAG_15)
/* 0x6878 */ DEFINE_SFX(NA_SE_VO_FR_SMILE_1, 0x30, 1, 1, 0, SFX_FLAG_15)
/* 0x6879 */ DEFINE_SFX(NA_SE_VO_FR_SMILE_2, 0x30, 1, 1, 0, SFX_FLAG_15)
/* 0x687A */ DEFINE_SFX(NA_SE_VO_KZ_MOVE, 0x30, 1, 1, 0, SFX_FLAG_15)
/* 0x687B */ DEFINE_SFX(NA_SE_VO_NB_LAUGH, 0x30, 1, 1, 0, SFX_FLAG_15)
/* 0x687C */ DEFINE_SFX(NA_SE_VO_IN_JOY0, 0x30, 1, 1, 0, SFX_FLAG_15)
/* 0x687D */ DEFINE_SFX(NA_SE_VO_IN_JOY1, 0x30, 1, 1, 0, SFX_FLAG_15)
/* 0x687E */ DEFINE_SFX(NA_SE_VO_IN_JOY2, 0x30, 1, 1, 0, SFX_FLAG_15)
/* 0x687F */ DEFINE_SFX(NA_SE_VO_DUMMY_127, 0x30, 1, 1, 0, SFX_FLAG_15)
/* 0x6880 */ DEFINE_SFX(NA_SE_VO_DUMMY_128, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x6881 */ DEFINE_SFX(NA_SE_VO_DUMMY_129, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x6882 */ DEFINE_SFX(NA_SE_VO_DUMMY_130, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x6883 */ DEFINE_SFX(NA_SE_VO_DUMMY_131, 0x20, 2, 0, 0, SFX_FLAG_10)
/* 0x6884 */ DEFINE_SFX(NA_SE_VO_DUMMY_132, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x6885 */ DEFINE_SFX(NA_SE_VO_DUMMY_133, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x6886 */ DEFINE_SFX(NA_SE_VO_DUMMY_134, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x6887 */ DEFINE_SFX(NA_SE_VO_DUMMY_135, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x6888 */ DEFINE_SFX(NA_SE_VO_DUMMY_136, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x6889 */ DEFINE_SFX(NA_SE_VO_DUMMY_137, 0x30, 2, 1, 0, SFX_FLAG_10)
/* 0x688A */ DEFINE_SFX(NA_SE_VO_DUMMY_138, 0x30, 2, 1, 0, SFX_FLAG_10)
/* 0x688B */ DEFINE_SFX(NA_SE_VO_DUMMY_139, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x688C */ DEFINE_SFX(NA_SE_VO_DUMMY_140, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x688D */ DEFINE_SFX(NA_SE_VO_DUMMY_141, 0x50, 2, 0, 0, SFX_FLAG_10)
/* 0x688E */ DEFINE_SFX(NA_SE_VO_DUMMY_142, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x688F */ DEFINE_SFX(NA_SE_VO_DUMMY_143, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x6890 */ DEFINE_SFX(NA_SE_VO_DUMMY_144, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x6891 */ DEFINE_SFX(NA_SE_VO_DUMMY_145, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x6892 */ DEFINE_SFX(NA_SE_VO_DUMMY_146, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x6893 */ DEFINE_SFX(NA_SE_VO_DUMMY_147, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x6894 */ DEFINE_SFX(NA_SE_VO_DUMMY_148, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x6895 */ DEFINE_SFX(NA_SE_VO_DUMMY_149, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x6896 */ DEFINE_SFX(NA_SE_VO_DUMMY_150, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x6897 */ DEFINE_SFX(NA_SE_VO_DUMMY_151, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x6898 */ DEFINE_SFX(NA_SE_VO_DUMMY_152, 0x30, 1, 2, 0, SFX_FLAG_10)
/* 0x6899 */ DEFINE_SFX(NA_SE_VO_DUMMY_153, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x689A */ DEFINE_SFX(NA_SE_VO_DUMMY_154, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x689B */ DEFINE_SFX(NA_SE_VO_DUMMY_155, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x689C */ DEFINE_SFX(NA_SE_VO_DUMMY_156, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x689D */ DEFINE_SFX(NA_SE_VO_DUMMY_157, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x689E */ DEFINE_SFX(NA_SE_VO_DUMMY_158, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x689F */ DEFINE_SFX(NA_SE_VO_DUMMY_159, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x68A0 */ DEFINE_SFX(NA_SE_VO_DUMMY_160, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x68A1 */ DEFINE_SFX(NA_SE_VO_DUMMY_161, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x68A2 */ DEFINE_SFX(NA_SE_VO_DUMMY_162, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x68A3 */ DEFINE_SFX(NA_SE_VO_DUMMY_163, 0x20, 2, 0, 0, SFX_FLAG_10)
/* 0x68A4 */ DEFINE_SFX(NA_SE_VO_DUMMY_164, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x68A5 */ DEFINE_SFX(NA_SE_VO_DUMMY_165, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x68A6 */ DEFINE_SFX(NA_SE_VO_DUMMY_166, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x68A7 */ DEFINE_SFX(NA_SE_VO_DUMMY_167, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x68A8 */ DEFINE_SFX(NA_SE_VO_DUMMY_168, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x68A9 */ DEFINE_SFX(NA_SE_VO_DUMMY_169, 0x30, 2, 1, 0, SFX_FLAG_10)
/* 0x68AA */ DEFINE_SFX(NA_SE_VO_DUMMY_170, 0x30, 2, 1, 0, SFX_FLAG_10)
/* 0x68AB */ DEFINE_SFX(NA_SE_VO_DUMMY_171, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x68AC */ DEFINE_SFX(NA_SE_VO_DUMMY_172, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x68AD */ DEFINE_SFX(NA_SE_VO_DUMMY_173, 0x50, 2, 0, 0, SFX_FLAG_10)
/* 0x68AE */ DEFINE_SFX(NA_SE_VO_DUMMY_174, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x68AF */ DEFINE_SFX(NA_SE_VO_DUMMY_175, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x68B0 */ DEFINE_SFX(NA_SE_VO_DUMMY_176, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x68B1 */ DEFINE_SFX(NA_SE_VO_DUMMY_177, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x68B2 */ DEFINE_SFX(NA_SE_VO_DUMMY_178, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x68B3 */ DEFINE_SFX(NA_SE_VO_DUMMY_179, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x68B4 */ DEFINE_SFX(NA_SE_VO_DUMMY_180, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x68B5 */ DEFINE_SFX(NA_SE_VO_DUMMY_181, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x68B6 */ DEFINE_SFX(NA_SE_VO_DUMMY_182, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x68B7 */ DEFINE_SFX(NA_SE_VO_DUMMY_183, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x68B8 */ DEFINE_SFX(NA_SE_VO_DUMMY_184, 0x30, 2, 2, 0, SFX_FLAG_10)
/* 0x68B9 */ DEFINE_SFX(NA_SE_VO_DUMMY_185, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x68BA */ DEFINE_SFX(NA_SE_VO_DUMMY_186, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x68BB */ DEFINE_SFX(NA_SE_VO_DUMMY_187, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x68BC */ DEFINE_SFX(NA_SE_VO_DUMMY_188, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x68BD */ DEFINE_SFX(NA_SE_VO_DUMMY_189, 0x80, 2, 0, 0, SFX_FLAG_10)
/* 0x68BE */ DEFINE_SFX(NA_SE_VO_DUMMY_190, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x68BF */ DEFINE_SFX(NA_SE_VO_DUMMY_191, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x68C0 */ DEFINE_SFX(NA_SE_VO_DUMMY_192, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x68C1 */ DEFINE_SFX(NA_SE_VO_DUMMY_193, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x68C2 */ DEFINE_SFX(NA_SE_VO_DUMMY_194, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x68C3 */ DEFINE_SFX(NA_SE_VO_DUMMY_195, 0x20, 2, 0, 0, SFX_FLAG_10)
/* 0x68C4 */ DEFINE_SFX(NA_SE_VO_DUMMY_196, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x68C5 */ DEFINE_SFX(NA_SE_VO_DUMMY_197, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x68C6 */ DEFINE_SFX(NA_SE_VO_DUMMY_198, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x68C7 */ DEFINE_SFX(NA_SE_VO_DUMMY_199, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x68C8 */ DEFINE_SFX(NA_SE_VO_DUMMY_200, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x68C9 */ DEFINE_SFX(NA_SE_VO_DUMMY_201, 0x30, 2, 1, 0, SFX_FLAG_10)
/* 0x68CA */ DEFINE_SFX(NA_SE_VO_DUMMY_202, 0x30, 2, 1, 0, SFX_FLAG_10)
/* 0x68CB */ DEFINE_SFX(NA_SE_VO_DUMMY_203, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x68CC */ DEFINE_SFX(NA_SE_VO_DUMMY_204, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x68CD */ DEFINE_SFX(NA_SE_VO_DUMMY_205, 0x50, 2, 0, 0, SFX_FLAG_10)
/* 0x68CE */ DEFINE_SFX(NA_SE_VO_DUMMY_206, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x68CF */ DEFINE_SFX(NA_SE_VO_DUMMY_207, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x68D0 */ DEFINE_SFX(NA_SE_VO_DUMMY_208, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x68D1 */ DEFINE_SFX(NA_SE_VO_DUMMY_209, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x68D2 */ DEFINE_SFX(NA_SE_VO_DUMMY_210, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x68D3 */ DEFINE_SFX(NA_SE_VO_DUMMY_211, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x68D4 */ DEFINE_SFX(NA_SE_VO_DUMMY_212, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x68D5 */ DEFINE_SFX(NA_SE_VO_DUMMY_213, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x68D6 */ DEFINE_SFX(NA_SE_VO_DUMMY_214, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x68D7 */ DEFINE_SFX(NA_SE_VO_DUMMY_215, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x68D8 */ DEFINE_SFX(NA_SE_VO_DUMMY_216, 0x30, 2, 2, 0, SFX_FLAG_10)
/* 0x68D9 */ DEFINE_SFX(NA_SE_VO_DUMMY_217, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x68DA */ DEFINE_SFX(NA_SE_VO_DUMMY_218, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x68DB */ DEFINE_SFX(NA_SE_VO_DUMMY_219, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x68DC */ DEFINE_SFX(NA_SE_VO_DUMMY_220, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x68DD */ DEFINE_SFX(NA_SE_VO_DUMMY_221, 0x80, 2, 0, 0, SFX_FLAG_10)
/* 0x68DE */ DEFINE_SFX(NA_SE_VO_DUMMY_222, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x68DF */ DEFINE_SFX(NA_SE_VO_DUMMY_223, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x68E0 */ DEFINE_SFX(NA_SE_VO_LI_POO_WAIT, 0x30, 2, 1, 0, SFX_FLAG_10)
/* 0x68E1 */ DEFINE_SFX(NA_SE_VO_DUMMY_225, 0x30, 2, 1, 0, SFX_FLAG_10)
/* 0x68E2 */ DEFINE_SFX(NA_SE_VO_DUMMY_226, 0x30, 2, 1, 0, SFX_FLAG_10)
/* 0x68E3 */ DEFINE_SFX(NA_SE_VO_DUMMY_227, 0x20, 2, 1, 0, SFX_FLAG_10)
/* 0x68E4 */ DEFINE_SFX(NA_SE_VO_DUMMY_228, 0x30, 2, 1, 0, SFX_FLAG_10)
/* 0x68E5 */ DEFINE_SFX(NA_SE_VO_DUMMY_229, 0x30, 2, 1, 0, SFX_FLAG_10)
/* 0x68E6 */ DEFINE_SFX(NA_SE_VO_DUMMY_230, 0x30, 2, 1, 0, SFX_FLAG_10)
/* 0x68E7 */ DEFINE_SFX(NA_SE_VO_DUMMY_231, 0x30, 2, 1, 0, SFX_FLAG_10)
/* 0x68E8 */ DEFINE_SFX(NA_SE_VO_DUMMY_232, 0x30, 2, 1, 0, SFX_FLAG_10)
/* 0x68E9 */ DEFINE_SFX(NA_SE_VO_DUMMY_233, 0x30, 2, 1, 0, SFX_FLAG_10)
/* 0x68EA */ DEFINE_SFX(NA_SE_VO_DUMMY_234, 0x30, 2, 1, 0, SFX_FLAG_10)
/* 0x68EB */ DEFINE_SFX(NA_SE_VO_DUMMY_235, 0x30, 2, 1, 0, SFX_FLAG_10)
/* 0x68EC */ DEFINE_SFX(NA_SE_VO_DUMMY_236, 0x30, 2, 1, 0, SFX_FLAG_10)
/* 0x68ED */ DEFINE_SFX(NA_SE_VO_DUMMY_237, 0x50, 2, 1, 0, SFX_FLAG_10)
/* 0x68EE */ DEFINE_SFX(NA_SE_VO_DUMMY_238, 0x30, 2, 1, 0, SFX_FLAG_10)
/* 0x68EF */ DEFINE_SFX(NA_SE_VO_DUMMY_239, 0x30, 2, 1, 0, SFX_FLAG_10)
/* 0x68F0 */ DEFINE_SFX(NA_SE_VO_DUMMY_240, 0x30, 2, 1, 0, SFX_FLAG_10)
/* 0x68F1 */ DEFINE_SFX(NA_SE_VO_DUMMY_241, 0x30, 2, 1, 0, SFX_FLAG_10)
/* 0x68F2 */ DEFINE_SFX(NA_SE_VO_DUMMY_242, 0x30, 2, 1, 0, SFX_FLAG_10)
/* 0x68F3 */ DEFINE_SFX(NA_SE_VO_DUMMY_243, 0x30, 2, 1, 0, SFX_FLAG_10)
/* 0x68F4 */ DEFINE_SFX(NA_SE_VO_DUMMY_244, 0x30, 2, 1, 0, SFX_FLAG_10)
/* 0x68F5 */ DEFINE_SFX(NA_SE_VO_DUMMY_245, 0x30, 2, 1, 0, SFX_FLAG_10)
/* 0x68F6 */ DEFINE_SFX(NA_SE_VO_DUMMY_246, 0x30, 2, 1, 0, SFX_FLAG_10)
/* 0x68F7 */ DEFINE_SFX(NA_SE_VO_DUMMY_247, 0x30, 2, 1, 0, SFX_FLAG_10)
/* 0x68F8 */ DEFINE_SFX(NA_SE_VO_DUMMY_248, 0x30, 2, 2, 0, SFX_FLAG_10)
/* 0x68F9 */ DEFINE_SFX(NA_SE_VO_DUMMY_249, 0x30, 2, 1, 0, SFX_FLAG_10)
/* 0x68FA */ DEFINE_SFX(NA_SE_VO_DUMMY_250, 0x30, 2, 1, 0, SFX_FLAG_10)
/* 0x68FB */ DEFINE_SFX(NA_SE_VO_DUMMY_251, 0x30, 2, 1, 0, SFX_FLAG_10)
/* 0x68FC */ DEFINE_SFX(NA_SE_VO_DUMMY_252, 0x30, 2, 1, 0, SFX_FLAG_10)
/* 0x68FD */ DEFINE_SFX(NA_SE_VO_DUMMY_253, 0x80, 2, 1, 0, SFX_FLAG_10)
/* 0x68FE */ DEFINE_SFX(NA_SE_VO_DUMMY_254, 0x30, 2, 1, 0, SFX_FLAG_10)
/* 0x68FF */ DEFINE_SFX(NA_SE_VO_DUMMY_255, 0x30, 2, 1, SFX_FLAG2_7, SFX_FLAG_10)
/* 0x6900 */ DEFINE_SFX(NA_SE_VO_JMVO02, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x6901 */ DEFINE_SFX(NA_SE_VO_JMVO04, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x6902 */ DEFINE_SFX(NA_SE_VO_CDVO00, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x6903 */ DEFINE_SFX(NA_SE_VO_CDVO01, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x6904 */ DEFINE_SFX(NA_SE_VO_CDVO02, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x6905 */ DEFINE_SFX(NA_SE_VO_CDVO03, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x6906 */ DEFINE_SFX(NA_SE_VO_BBVO00, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x6907 */ DEFINE_SFX(NA_SE_VO_BBVO01, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x6908 */ DEFINE_SFX(NA_SE_VO_BBVO02, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x6909 */ DEFINE_SFX(NA_SE_VO_BBVO03, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x690A */ DEFINE_SFX(NA_SE_VO_BBVO04, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x690B */ DEFINE_SFX(NA_SE_VO_BBVO05, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x690C */ DEFINE_SFX(NA_SE_VO_OBVO01, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x690D */ DEFINE_SFX(NA_SE_VO_ARVO00, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x690E */ DEFINE_SFX(NA_SE_VO_ARVO01, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x690F */ DEFINE_SFX(NA_SE_VO_MMVO00, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x6910 */ DEFINE_SFX(NA_SE_VO_MMVO01, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x6911 */ DEFINE_SFX(NA_SE_VO_MMVO02, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x6912 */ DEFINE_SFX(NA_SE_VO_MMVO03, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x6913 */ DEFINE_SFX(NA_SE_VO_MMVO04, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x6914 */ DEFINE_SFX(NA_SE_VO_MMVO05, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x6915 */ DEFINE_SFX(NA_SE_VO_ABVO00, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x6916 */ DEFINE_SFX(NA_SE_VO_ABVO01, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x6917 */ DEFINE_SFX(NA_SE_VO_NPVO00, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x6918 */ DEFINE_SFX(NA_SE_VO_FPVO00, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x6919 */ DEFINE_SFX(NA_SE_VO_FPVO01, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x691A */ DEFINE_SFX(NA_SE_VO_FPVO02, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x691B */ DEFINE_SFX(NA_SE_VO_FPVO03, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x691C */ DEFINE_SFX(NA_SE_VO_ROVO01, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x691D */ DEFINE_SFX(NA_SE_VO_ROVO02, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x691E */ DEFINE_SFX(NA_SE_VO_RYVO01, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x691F */ DEFINE_SFX(NA_SE_VO_RYVO02, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x6920 */ DEFINE_SFX(NA_SE_VO_RYVO03, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x6921 */ DEFINE_SFX(NA_SE_VO_RYVO04, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x6922 */ DEFINE_SFX(NA_SE_VO_ANVO00, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x6923 */ DEFINE_SFX(NA_SE_VO_ANVO01, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x6924 */ DEFINE_SFX(NA_SE_VO_ANVO02, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x6925 */ DEFINE_SFX(NA_SE_VO_ANVO03, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x6926 */ DEFINE_SFX(NA_SE_VO_CRVO00, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x6927 */ DEFINE_SFX(NA_SE_VO_CRVO01, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x6928 */ DEFINE_SFX(NA_SE_VO_CRVO02, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x6929 */ DEFINE_SFX(NA_SE_VO_CRVO03, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x692A */ DEFINE_SFX(NA_SE_VO_HNVO00, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x692B */ DEFINE_SFX(NA_SE_VO_HNVO01, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x692C */ DEFINE_SFX(NA_SE_VO_HNVO02, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x692D */ DEFINE_SFX(NA_SE_VO_RMVO00, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x692E */ DEFINE_SFX(NA_SE_VO_RMVO01, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x692F */ DEFINE_SFX(NA_SE_VO_RMVO02, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x6930 */ DEFINE_SFX(NA_SE_VO_PMVO01, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x6931 */ DEFINE_SFX(NA_SE_VO_PMVO02, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x6932 */ DEFINE_SFX(NA_SE_VO_PMVO03, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x6933 */ DEFINE_SFX(NA_SE_VO_DHVO00, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x6934 */ DEFINE_SFX(NA_SE_VO_DHVO01, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x6935 */ DEFINE_SFX(NA_SE_VO_DHVO02, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x6936 */ DEFINE_SFX(NA_SE_VO_DHVO03, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x6937 */ DEFINE_SFX(NA_SE_VO_DHVO04, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x6938 */ DEFINE_SFX(NA_SE_VO_TFVO00, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x6939 */ DEFINE_SFX(NA_SE_VO_ANVO04, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x693A */ DEFINE_SFX(NA_SE_VO_ANVO05, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x693B */ DEFINE_SFX(NA_SE_VO_PMVO00, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x693C */ DEFINE_SFX(NA_SE_VO_CHVO03, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x693D */ DEFINE_SFX(NA_SE_VO_CHVO04, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x693E */ DEFINE_SFX(NA_SE_VO_CHVO05, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x693F */ DEFINE_SFX(NA_SE_VO_CHVO06, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x6940 */ DEFINE_SFX(NA_SE_VO_CHVO07, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x6941 */ DEFINE_SFX(NA_SE_VO_CHVO08, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x6942 */ DEFINE_SFX(NA_SE_VO_CHVO09, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x6943 */ DEFINE_SFX(NA_SE_VO_DPVO00, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x6944 */ DEFINE_SFX(NA_SE_VO_DPVO01, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x6945 */ DEFINE_SFX(NA_SE_VO_DPVO02, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x6946 */ DEFINE_SFX(NA_SE_VO_SKVO00, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x6947 */ DEFINE_SFX(NA_SE_VO_SKVO01, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x6948 */ DEFINE_SFX(NA_SE_VO_KHVO00, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x6949 */ DEFINE_SFX(NA_SE_VO_KHVO01, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x694A */ DEFINE_SFX(NA_SE_VO_KHVO02, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x694B */ DEFINE_SFX(NA_SE_VO_SHVO00, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x694C */ DEFINE_SFX(NA_SE_VO_SHVO01, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x694D */ DEFINE_SFX(NA_SE_VO_KAVO02, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x694E */ DEFINE_SFX(NA_SE_VO_KAVO03, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x694F */ DEFINE_SFX(NA_SE_VO_MTVO00, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x6950 */ DEFINE_SFX(NA_SE_VO_TTVO00, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x6951 */ DEFINE_SFX(NA_SE_VO_ITVO00, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x6952 */ DEFINE_SFX(NA_SE_VO_ITVO01, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x6953 */ DEFINE_SFX(NA_SE_VO_ITVO02, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x6954 */ DEFINE_SFX(NA_SE_VO_KMVO00, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x6955 */ DEFINE_SFX(NA_SE_VO_KMVO01, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x6956 */ DEFINE_SFX(NA_SE_VO_JOVO00, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x6957 */ DEFINE_SFX(NA_SE_VO_JYVO00, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x6958 */ DEFINE_SFX(NA_SE_VO_DTVO00, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x6959 */ DEFINE_SFX(NA_SE_VO_GUVO00, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x695A */ DEFINE_SFX(NA_SE_VO_KTVO00, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x695B */ DEFINE_SFX(NA_SE_VO_KTVO01, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x695C */ DEFINE_SFX(NA_SE_VO_KTVO03, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x695D */ DEFINE_SFX(NA_SE_VO_ZBVO00, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x695E */ DEFINE_SFX(NA_SE_VO_ZBVO01, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x695F */ DEFINE_SFX(NA_SE_VO_DAVO01, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x6960 */ DEFINE_SFX(NA_SE_VO_SHVO04, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x6961 */ DEFINE_SFX(NA_SE_VO_GBVO02, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x6962 */ DEFINE_SFX(NA_SE_VO_GBVO03, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x6963 */ DEFINE_SFX(NA_SE_VO_PFVO00, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x6964 */ DEFINE_SFX(NA_SE_VO_PFVO01, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x6965 */ DEFINE_SFX(NA_SE_VO_GAVO00, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x6966 */ DEFINE_SFX(NA_SE_VO_GAVO01, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x6967 */ DEFINE_SFX(NA_SE_VO_DJVO00, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x6968 */ DEFINE_SFX(NA_SE_VO_DJVO01, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x6969 */ DEFINE_SFX(NA_SE_VO_MSVO00, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x696A */ DEFINE_SFX(NA_SE_VO_MSVO01, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x696B */ DEFINE_SFX(NA_SE_VO_JPVO00, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x696C */ DEFINE_SFX(NA_SE_VO_HYVO00, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x696D */ DEFINE_SFX(NA_SE_VO_HYVO01, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x696E */ DEFINE_SFX(NA_SE_VO_BAVO00, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x696F */ DEFINE_SFX(NA_SE_VO_POVO00, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x6970 */ DEFINE_SFX(NA_SE_VO_DAVO00, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x6971 */ DEFINE_SFX(NA_SE_VO_DAVO02, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x6972 */ DEFINE_SFX(NA_SE_VO_MKVO00, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x6973 */ DEFINE_SFX(NA_SE_VO_MKVO01, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x6974 */ DEFINE_SFX(NA_SE_VO_MKVO02, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x6975 */ DEFINE_SFX(NA_SE_VO_MKVO03, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x6976 */ DEFINE_SFX(NA_SE_VO_MKVO04, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x6977 */ DEFINE_SFX(NA_SE_VO_TIVO00, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x6978 */ DEFINE_SFX(NA_SE_VO_TIVO01, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x6979 */ DEFINE_SFX(NA_SE_VO_TIVO02, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x697A */ DEFINE_SFX(NA_SE_VO_TIVO03, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x697B */ DEFINE_SFX(NA_SE_VO_TIVO04, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x697C */ DEFINE_SFX(NA_SE_VO_TIVO05, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x697D */ DEFINE_SFX(NA_SE_VO_OMVO00, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x697E */ DEFINE_SFX(NA_SE_VO_OMVO01, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x697F */ DEFINE_SFX(NA_SE_VO_OMVO02, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x6980 */ DEFINE_SFX(NA_SE_VO_OMVO03, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x6981 */ DEFINE_SFX(NA_SE_VO_OMVO04, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x6982 */ DEFINE_SFX(NA_SE_VO_OMVO05, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x6983 */ DEFINE_SFX(NA_SE_VO_OMVO06, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x6984 */ DEFINE_SFX(NA_SE_VO_DEMO_FALL2, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x6985 */ DEFINE_SFX(NA_SE_VO_DEMO_384, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x6986 */ DEFINE_SFX(NA_SE_VO_DEMO_385, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x6987 */ DEFINE_SFX(NA_SE_VO_DEMO_386, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x6988 */ DEFINE_SFX(NA_SE_VO_DEMO_387, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x6989 */ DEFINE_SFX(NA_SE_VO_DEMO_388, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x698A */ DEFINE_SFX(NA_SE_VO_DEMO_389, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x698B */ DEFINE_SFX(NA_SE_VO_DEMO_390, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x698C */ DEFINE_SFX(NA_SE_VO_DEMO_391, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x698D */ DEFINE_SFX(NA_SE_VO_DEMO_392, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x698E */ DEFINE_SFX(NA_SE_VO_DEMO_393, 0x30, 2, 0, 0, SFX_FLAG_10)
/* 0x698E */ DEFINE_SFX(NA_SE_VO_DEMO_394, 0x30, 2, 0, 0, SFX_FLAG_10)
+6 -6
View File
@@ -1552,7 +1552,7 @@ extern s16 gHighPassFilterData[];
extern s16 gBandStopFilterData[];
extern s16 gBandPassFilterData[];
extern s16* gWaveSamples[9];
extern f32 gBendPitchOneOctaveFrequencies[256];
extern f32 gBendPitchOneOctaveFrequencies[];
extern f32 gBendPitchTwoSemitonesFrequencies[];
extern f32 gPitchFrequencies[];
extern u8 gDefaultShortNoteVelocityTable[];
@@ -1648,8 +1648,8 @@ extern f32 gSfxVolume;
// extern UNK_TYPE1 D_801D6FD8;
// extern UNK_TYPE1 D_801D6FDC;
// extern UNK_TYPE1 D_801D6FE0;
// extern UNK_TYPE1 D_801D6FE4;
// extern UNK_TYPE1 D_801D6FE8;
// extern UNK_TYPE1 sPlaybackStaffStopPos;
// extern UNK_TYPE1 sPlaybackStaffStartPos;
// extern UNK_TYPE4 D_801D6FEC;
// extern UNK_TYPE4 D_801D6FF0;
// extern UNK_TYPE2 D_801D6FF4;
@@ -1730,14 +1730,14 @@ extern UNK_PTR D_801DB478[7];
// extern UNK_TYPE1 D_801DB494;
// extern UNK_TYPE1 D_801DB49C;
// extern UNK_TYPE2 D_801DB4A0;
extern Vec3f D_801DB4A4;
extern Vec3f gSfxDefaultPos;
extern f32 D_801DB4B0;
extern s8 D_801DB4B8;
extern s8 gSfxDefaultReverb;
// extern UNK_TYPE1 D_801DB4C0;
// extern UNK_TYPE1 D_801DB4C4;
// extern UNK_TYPE1 D_801DB4C8;
// extern UNK_TYPE1 D_801DB4CC;
// extern UNK_TYPE1 D_801DB4D4;
extern u8 gAudioSpecId;
// extern UNK_TYPE1 D_801DB4D8;
// extern UNK_TYPE4 D_801DB4DC;
// extern UNK_TYPE1 D_801DB4E0;
+2
View File
@@ -9,6 +9,7 @@
// This value is hardcoded to be the size of ovl_Arrow_Fire which currently is the biggest actor that uses the AM_FIELD.
#define AM_FIELD_SIZE SEGMENT_SIZE(ovl_Arrow_Fire)
#define MASS_IMMOVABLE 0xFF // Cannot be pushed by OC collisions
#define MASS_HEAVY 0xFE // Can only be pushed by OC collisions with IMMOVABLE and HEAVY objects.
@@ -222,6 +223,7 @@ typedef struct {
/* 0x15A */ s16 pad15A;
} DynaPolyActor; // size = 0x15C
typedef enum {
/* 0x00 */ ITEM00_RUPEE_GREEN,
/* 0x01 */ ITEM00_RUPEE_BLUE,
+31
View File
@@ -1132,6 +1132,37 @@ typedef struct {
/* 0x4 */ u8 entryIndex;
} ActiveSfx; // size = 0x08
// SfxParams bit-packing
#define SFX_PARAM_01_SHIFT 0
#define SFX_PARAM_01_MASK_UPPER (4 << SFX_PARAM_01_SHIFT)
#define SFX_PARAM_01_MASK (7 << SFX_PARAM_01_SHIFT) // Same as OoT, 8 instead of 4
#define SFX_FLAG_3 (1 << 3) // Same as OoT
#define SFX_FLAG_4 (1 << 4) // Same as OoT
#define SFX_FLAG_5 (1 << 5) // Same as OoT
#define SFX_PARAM_67_SHIFT 6
#define SFX_PARAM_67_MASK (3 << SFX_PARAM_67_SHIFT)
#define SFX_FLAG_8 (1 << 8) // New to MM
#define SFX_FLAG_9 (1 << 9) // Same as OoT
#define SFX_FLAG_10_SHIFT 10 // Unused
#define SFX_FLAG_10 (1 << SFX_FLAG_10_SHIFT)
#define SFX_FLAG_11 (1 << 11) // Same as OoT
#define SFX_FLAG_12 (1 << 12) // Same as OoT
#define SFX_FLAG_13 (1 << 13) // Same as OoT
#define SFX_FLAG_14 (1 << 14) // Same as OoT
#define SFX_FLAG_15 (1 << 15) // Same as OoT
#define SFX_FLAG2_0 (1 << 0) // OoT SFX_FLAG_2
#define SFX_FLAG2_2 (1 << 2) // Unused
#define SFX_FLAG2_4 (1 << 4) // Unused
#define SFX_FLAG2_5 (1 << 5) // New to MM
#define SFX_FLAG2_6 (1 << 6) // Unused
#define SFX_FLAG2_7 (1 << 7) // New to MM
typedef struct {
/* 0x0 */ u8 importance;
/* 0x1 */ u8 flags;
+1 -1
View File
@@ -558,7 +558,7 @@ typedef enum {
typedef enum {
/* -1 */ EXCH_ITEM_MINUS1 = -1, // Unknown usage or function
/* 0x00 */ EXCH_ITEM_NONE,
/* 0x13 */ EXCH_ITEM_13 = 0x13,
/* 0x13 */ EXCH_ITEM_PICTO_BOX = 0x13,
/* 0x1E */ EXCH_ITEM_1E = 0x1E, // BOTTLE_MUSHROOM
/* 0x2A */ EXCH_ITEM_MOON_TEAR = 0x2A,
/* 0x2B */ EXCH_ITEM_DEED_LAND,
+10 -5
View File
@@ -26,10 +26,10 @@ typedef enum {
/* 19 */ OCARINA_SONG_EVAN_PART1,
/* 20 */ OCARINA_SONG_EVAN_PART2,
/* 21 */ OCARINA_SONG_ZELDAS_LULLABY,
/* 22 */ OCARINA_SONG_SCARECROW,
/* 22 */ OCARINA_SONG_SCARECROW_SPAWN,
/* 23 */ OCARINA_SONG_TERMINA_WALL,
/* 24 */ OCARINA_SONG_MAX,
/* 24 */ OCARINA_SONG_SCARECROW_LONG = OCARINA_SONG_MAX
/* 24 */ OCARINA_SONG_SCARECROW_LONG = OCARINA_SONG_MAX // anything larger than 24 is considered the long scarecrow's song
} OcarinaSongId;
typedef enum {
@@ -38,6 +38,7 @@ typedef enum {
/* 2 */ OCARINA_BTN_C_RIGHT,
/* 3 */ OCARINA_BTN_C_LEFT,
/* 4 */ OCARINA_BTN_C_UP,
/* 5 */ OCARINA_BTN_C_RIGHT_OR_C_LEFT,
/* -1 */ OCARINA_BTN_INVALID = 0xFF
} OcarinaButtonIndex;
@@ -92,15 +93,19 @@ typedef enum {
} OcarinaRecordingState;
/**
* BFlat4Flag Note:
* bFlat4Flag Note:
* Flag for resolving whether (pitch = OCARINA_PITCH_BFLAT4)
* gets mapped to either C_RIGHT and C_LEFT
*
* This is required as C_RIGHT and C_LEFT are the only notes
* that map to two semitones apart (NOTE_A4 and NOTE_B4)
* that map to two semitones apart (OCARINA_PITCH_A4 and OCARINA_PITCH_B4)
* 0x40 - BTN_Z is pressed to lower note by a semitone
* 0x80 - BTN_R is pressed to raise note by a semitone
*/
#define OCARINA_BUTTON_MASK_PITCH 0x3F
#define OCARINA_BUTTON_MASK_FLAG 0xC0
#define OCARINA_BUTTON_FLAG_BFLAT_LOWER 0x40
#define OCARINA_BUTTON_FLAG_BFLAT_RAISE 0x80
typedef struct {
/* 0x0 */ u8 pitch; // number of semitones above middle C
@@ -108,7 +113,7 @@ typedef struct {
/* 0x4 */ u8 volume;
/* 0x5 */ u8 vibrato;
/* 0x6 */ s8 bend; // frequency multiplicative offset from the pitch defined by pitch
/* 0x7 */ u8 BFlat4Flag; // See note above
/* 0x7 */ u8 bFlat4Flag; // See note above
} OcarinaNote; // size = 0x8
typedef struct {
+3 -3
View File
@@ -143,8 +143,8 @@ typedef struct Save {
/* 0x00F8 */ PermanentSceneFlags permanentSceneFlags[120];
/* 0x0E18 */ u8 unk_E18[0x54];
/* 0x0E6C */ u32 dekuPlaygroundHighScores[3];
/* 0x0E78 */ u32 pictoFlags0;
/* 0x0E7C */ u32 pictoFlags1;
/* 0x0E78 */ u32 pictoFlags0; // Flags set by `PictoActor`s if pictograph is valid
/* 0x0E7C */ u32 pictoFlags1; // Flags set by Snap_ValidatePictograph() to record errors; volatile since that function is run many times in succession
/* 0x0E80 */ u32 unk_E80;
/* 0x0E84 */ u32 unk_E84;
/* 0x0E88 */ u32 unk_E88[7]; // Invadepoh flags
@@ -167,7 +167,7 @@ typedef struct Save {
/* 0x0F60 */ u32 mapsVisible; // "cloud_clear"
/* 0x0F64 */ u8 unk_F64; // "oca_rec_flag" has scarecrows song
/* 0x0F65 */ u8 unk_F65; // "oca_rec_flag8" scarecrows song set?
/* 0x0F66 */ u8 scarecrowsSong[128];
/* 0x0F66 */ u8 scarecrowSpawnSong[128];
/* 0x0FE6 */ s8 bombersCaughtNum; // "aikotoba_index"
/* 0x0FE7 */ s8 bombersCaughtOrder[5]; // "aikotoba_table"
/* 0x0FEC */ s8 lotteryCodes[3][3]; // "numbers_table", Preset lottery codes
+52
View File
@@ -0,0 +1,52 @@
#ifndef Z64_SNAP_H
#define Z64_SNAP_H
#include "PR/ultratypes.h"
#include "z64actor.h"
typedef s32 (*PictoValidationFunc)(struct PlayState*, Actor*);
typedef struct {
/* 0x000 */ Actor actor;
/* 0x144 */ PictoValidationFunc validationFunc;
} PictoActor;
// Picto box flags
typedef enum {
// Used externally, set and read by actors
/* 0x00 */ PICTOGRAPH_0,
/* 0x01 */ PICTOGRAPH_IN_SWAMP,
/* 0x02 */ PICTOGRAPH_MONKEY,
/* 0x03 */ PICTOGRAPH_BIG_OCTO,
/* 0x04 */ PICTOGRAPH_LULU_HEAD,
/* 0x05 */ PICTOGRAPH_LULU_RIGHT_ARM,
/* 0x06 */ PICTOGRAPH_LULU_LEFT_ARM, // Need all three of these to qualify as a good picture
/* 0x07 */ PICTOGRAPH_SCARECROW,
/* 0x08 */ PICTOGRAPH_TINGLE,
/* 0x09 */ PICTOGRAPH_PIRATE_GOOD,
/* 0x0A */ PICTOGRAPH_DEKU_KING,
/* 0x0B */ PICTOGRAPH_PIRATE_TOO_FAR, // overlaps with PICTOGRAPH_PIRATE_GOOD, but that is checked first
// Used internally, test for failures of position, angle etc.
/* 0x3B */ PICTOGRAPH_BEHIND_COLLISION = 0x3B,
/* 0x3C */ PICTOGRAPH_BEHIND_BG,
/* 0x3D */ PICTOGRAPH_NOT_IN_VIEW,
/* 0x3E */ PICTOGRAPH_BAD_ANGLE,
/* 0x3F */ PICTOGRAPH_BAD_DISTANCE
} PictographFlag;
// The following macros are subject to renaming once the capture system is better understood
#define PICTO_RESOLUTION_HORIZONTAL 150
#define PICTO_RESOLUTION_VERTICAL 105
#define PICTO_CAPTURE_REGION_TOPLEFT_X ((SCREEN_WIDTH - PICTO_RESOLUTION_HORIZONTAL) / 2)
#define PICTO_CAPTURE_REGION_TOPLEFT_Y ((SCREEN_HEIGHT - PICTO_RESOLUTION_VERTICAL) / 2)
s32 Snap_RecordPictographedActors(PlayState* play);
void Snap_SetFlag(s32 flag);
void Snap_UnsetFlag(s32 flag);
u32 Snap_CheckFlag(s32 flag);
s16 Snap_AbsS(s16 val);
s32 Snap_ValidatePictograph(PlayState* play, Actor* actor, s32 flag, Vec3f* pos, Vec3s* rot, f32 distanceMin, f32 distanceMax, s16 angleRange);
#endif