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SndItemID.h
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1#pragma once
2
3#include <basis/seadTypes.h>
4
5#include <nw/snd/snd_SoundArchive.h>
6
8
10{
3215
3330
3415
3440
3441 GROUP_BOOT = nw::snd::internal::ItemType_Group << 24 | 0x000000,
3476};
3477// Sound
3478static_assert(SE_VOC_YS_GOKUN == 0x01000000);
3479static_assert(SE_PLY_CS_CH_YS_LAND == 0x01000C83);
3480// SoundGroup
3481static_assert(WSDSET_SE_PLY_YOSHI == 0x02000000);
3482static_assert(SEQSET_SE_YOKOYAMA == 0x02000071);
3483// Bank
3484static_assert(BANK_SE_BASE == 0x03000000);
3485static_assert(RP_BANK_SE_COURSESELECT == 0x03000053);
3486// Player
3487static_assert(PLAYER_START == 0x04000000);
3488static_assert(PLAYER_BGM_COURSE_DRC == 0x04000017);
3489// Group
3490static_assert(GROUP_BOOT == 0x06000000);
3491static_assert(GROUP_BGM_SHIRO_LAST == 0x06000022);
nw::snd::SoundArchive::ItemId SndItemID
Definition SndItemID.h:7
SndItemID_
Definition SndItemID.h:10
@ SE_VOC_CH_YS_GOKUN
Definition SndItemID.h:640
@ SE_OBJ_KROOM_SHUTTER_CLOSE
Definition SndItemID.h:789
@ SE_VOC_MM1_PLAYER_JOIN_MAME
Definition SndItemID.h:18
@ SE_OBJ_ROT_HOUDAI_L_SHOT
Definition SndItemID.h:1406
@ SEQSET_SE_ITEM_HOUSE_copy0
Definition SndItemID.h:3298
@ SE_VOC_MF3_PJ_SPIN_JUMP_MAME
Definition SndItemID.h:412
@ SE_VOC_MF2_WALL_KICK
Definition SndItemID.h:366
@ SE_VOC_MF4_KISSED_PEACH
Definition SndItemID.h:534
@ SE_EMY_BAKU_PAKU
Definition SndItemID.h:1236
@ SE_DEMO_OP_C20_SHIP_FIRE
Definition SndItemID.h:837
@ STRM_BGM_COURSE_CLEAR
Definition SndItemID.h:545
@ SE_EMY_KPJR_JITABATA
Definition SndItemID.h:2389
@ WSDSET_SE_DEMO_OP
Definition SndItemID.h:3253
@ SE_PLY_FOOTNOTE_WATER
Definition SndItemID.h:1003
@ SE_VOC_MA_PJ_JUMP
Definition SndItemID.h:1508
@ SE_VOC_MM1_PJ_JUMP
Definition SndItemID.h:19
@ SE_VOC_KP_L_SURPRISED_LAVA
Definition SndItemID.h:1981
@ SE_VOC_MM3_DAMAGE_POISON
Definition SndItemID.h:191
@ SE_VOC_MM4_SURPRISED_PEACH
Definition SndItemID.h:931
@ SE_VOC_KMC_MAGIC_SHOT
Definition SndItemID.h:2957
@ SE_OBJ_DAIKONBOU_W_MOVE
Definition SndItemID.h:1470
@ SE_EMY_BUNBUN_W6_TRANSFORM
Definition SndItemID.h:2942
@ SE_MG_IH_MM4_ACTIVE_TV
Definition SndItemID.h:275
@ SE_BOSS_KOOPA_RUMBLE2
Definition SndItemID.h:2188
@ SE_AMB_SANDPILLAR_SPOUT
Definition SndItemID.h:1503
@ SE_BOSS_KOOPA_LAND
Definition SndItemID.h:937
@ SE_VOC_KO2_CLEAR_NORMAL
Definition SndItemID.h:1772
@ SE_BOSS_KOOPA_FALL
Definition SndItemID.h:2185
@ SE_VOC_BKK_RCV_SHAKE
Definition SndItemID.h:802
@ BANK_SE_ENEMY_04
Definition SndItemID.h:3370
@ SEQ_BGM_YUKI_V
Definition SndItemID.h:2562
@ SE_SYS_CE_BTN_OVER
Definition SndItemID.h:758
@ SE_VOC_KO2_WALL_KICK
Definition SndItemID.h:1742
@ SE_VOC_KP_DAMAGE_FEVER
Definition SndItemID.h:3076
@ SE_BOSS_LEMMY_BALL_HIT_PLY
Definition SndItemID.h:2035
@ SE_DEMO_ED_C10_V_TESHITA_HIMEI
Definition SndItemID.h:878
@ SE_EMY_BUBBLE_IN
Definition SndItemID.h:2416
@ SE_VOC_MM2_CANNON_SHOT_S
Definition SndItemID.h:116
@ SE_VOC_MF3_MOTIAGE
Definition SndItemID.h:424
@ WSD_BGM_SHIRO_LAST_FAST
Definition SndItemID.h:598
@ SE_VOC_MA_TYUKAN
Definition SndItemID.h:1562
@ SE_EMY_DOWN_SPIN_1
Definition SndItemID.h:1151
@ SE_VOC_MM3_HUKKATSU
Definition SndItemID.h:184
@ SE_VOC_BIGBUN_DEMO_INTRODUCE
Definition SndItemID.h:2855
@ SE_PLY_CS_SLIP
Definition SndItemID.h:2266
@ SE_BOSS_CMN_MAGIC_EXTINCT
Definition SndItemID.h:2009
@ SE_VOC_ITEM_KO_FROM_TREASURE
Definition SndItemID.h:1785
@ SE_VOC_LUD_CS_JUMP_F
Definition SndItemID.h:1940
@ SE_PLY_FOOTNOTE_BLOWSAND_L
Definition SndItemID.h:1006
@ SE_EMY_BUNBUN_JUMP_WATER
Definition SndItemID.h:2931
@ SE_VOC_LEM_WAKE1
Definition SndItemID.h:1847
@ SE_VOC_MF4_CONTINUE
Definition SndItemID.h:487
@ SE_VOC_KO_NAGERU
Definition SndItemID.h:1670
@ SE_VOC_MM1_CS_SHOVED
Definition SndItemID.h:29
@ SE_OBJ_RC_FENCE_BUMP
Definition SndItemID.h:1485
@ SE_PLY_PRPL_FLY
Definition SndItemID.h:1060
@ SE_VOC_MF1_CANNON_SHOT_S
Definition SndItemID.h:311
@ SE_VOC_MM3_CS_CHASE_SHIP
Definition SndItemID.h:160
@ SE_OBJ_WOOD_BOX_LAND
Definition SndItemID.h:1367
@ RP_BANK_SE_SYS
Definition SndItemID.h:3406
@ SE_VOC_MF1_GET_PRIZE
Definition SndItemID.h:338
@ SE_BOSS_LARRY_ESC_JUMP
Definition SndItemID.h:2018
@ SE_OBJ_SUISHA_ROLL
Definition SndItemID.h:1420
@ SE_VOC_MM4_BALLOON_HELP
Definition SndItemID.h:248
@ SE_OBJ_CMN_SPLASH_LAVA
Definition SndItemID.h:1373
@ SE_VOC_MA_JUMP_2ND
Definition SndItemID.h:1531
@ SE_VOC_MF2_PLAYER_JOIN
Definition SndItemID.h:342
@ SE_VOC_MF3_DAMAGE_EATEN
Definition SndItemID.h:453
@ _SE_VOC_WEN_MAGIC_SHOT
Definition SndItemID.h:1855
@ SE_VOC_KO2_JUMP_3RD
Definition SndItemID.h:1739
@ SE_VOC_IGG_DEMO_AGITATE
Definition SndItemID.h:3056
@ SE_VOC_LU_MISS_PRINCESS
Definition SndItemID.h:1648
@ SE_BOSS_ROY_ESC_LAND
Definition SndItemID.h:2027
@ SE_EMY_BATTAN_FALLDOWN
Definition SndItemID.h:2414
@ SE_BOSS_LARRY_ESC_LAND
Definition SndItemID.h:2017
@ SE_PLY_CH_YOSHI_BLLN
Definition SndItemID.h:2613
@ SE_OBJ_CS_DOOR_CLOSE_WOOD
Definition SndItemID.h:2273
@ SE_BOSS_JR_DAMAGE_ELEC
Definition SndItemID.h:2151
@ SE_OBJ_SPIN_KINOKO_DOWN
Definition SndItemID.h:1434
@ SE_BOSS_JR_CROWN_JR_ACC
Definition SndItemID.h:2160
@ SE_PLY_FOOTNOTE_CS_SNOW
Definition SndItemID.h:2243
@ SE_BOSS_LEMMY_MAGIC_MAKE_FAST
Definition SndItemID.h:2031
@ WSDSET_SE_EMY
Definition SndItemID.h:3252
@ SE_OBJ_DOOR_CLOSE
Definition SndItemID.h:1383
@ SE_EMY_PENGUIN_SLIDE
Definition SndItemID.h:1264
@ GROUP_MENU
Definition SndItemID.h:3445
@ SE_BOSS_JR_BLOCK_HIBI
Definition SndItemID.h:3047
@ SE_VOC_MM2_JUMP_3RD
Definition SndItemID.h:103
@ SE_OBJ_CS_WINDOW_OPEN_TERESA
Definition SndItemID.h:2279
@ SE_OBJ_CS_SWITCH
Definition SndItemID.h:2309
@ SE_EMY_BIG_KURIBO_DESITION
Definition SndItemID.h:2399
@ SE_VOC_JR_READY_FOR_MANY
Definition SndItemID.h:904
@ SE_BOSS_KOOPA_L_SHELL_ROLL
Definition SndItemID.h:3113
@ SE_EMY_KURIBO_M_SPLIT
Definition SndItemID.h:1272
@ SE_DEMO_ED_C30_V_LUIGE_HAPPY
Definition SndItemID.h:886
@ SE_PLY_CS_DOKAN_IN_OUT
Definition SndItemID.h:2264
@ SE_VOC_MA_BALLOON_HELP
Definition SndItemID.h:1547
@ SE_EMY_CS_CMN_SHA_JUMP
Definition SndItemID.h:3201
@ SE_VOC_KO2_TYUKAN
Definition SndItemID.h:1769
@ SE_AMB_BLACK_CLOUD
Definition SndItemID.h:2828
@ SE_SYS_MAP_TOUCH_OFF
Definition SndItemID.h:2709
@ SE_VOC_MF2_TIMEUP
Definition SndItemID.h:381
@ SE_VOC_LUD_LAND
Definition SndItemID.h:2981
@ SE_VOC_MM3_QUAKE
Definition SndItemID.h:195
@ SE_VOC_LEM_LOSE_S1
Definition SndItemID.h:1842
@ SE_BOSS_IGGY_ESC_JUMP
Definition SndItemID.h:2087
@ PLAYER_SE_SYS
Definition SndItemID.h:3418
@ SE_AMB_BROOM_W8
Definition SndItemID.h:2838
@ BANK_SE_VOC_KAMECK
Definition SndItemID.h:3358
@ SE_BOSS_CMN_MAGIC_SHOT
Definition SndItemID.h:2007
@ SE_VOC_KO2_DAMAGE_POISON
Definition SndItemID.h:1762
@ SE_VOC_LAR_FALL_INTO_MAP
Definition SndItemID.h:1808
@ SE_PLY_JUMPDAI
Definition SndItemID.h:1392
@ WSDSET_BGM_SHADOW
Definition SndItemID.h:3239
@ SE_OBJ_KK_THUNDER_L
Definition SndItemID.h:2730
@ SE_VOC_MM2_PJ_JUMP_MAME
Definition SndItemID.h:85
@ SE_EMY_BUNBUN_MAWASU_TATE
Definition SndItemID.h:2925
@ SE_BOSS_KAMECK_MAGIC_STAGE
Definition SndItemID.h:2129
@ SE_VOC_MF2_CANNON_SHOT
Definition SndItemID.h:377
@ SE_SYS_PAIRING_WINDOW_IN
Definition SndItemID.h:680
@ SE_VOC_KO_CS_SHOVED
Definition SndItemID.h:1664
@ SE_VOC_LEM_JUMP
Definition SndItemID.h:1837
@ WSDSET_BGM_ED
Definition SndItemID.h:3230
@ SE_EMY_TOUCH_GESSO_RECOVER
Definition SndItemID.h:2884
@ SE_SYS_CTRL_0_CONNECTED_TV
Definition SndItemID.h:654
@ SEQSET_SE_SYS_MENU
Definition SndItemID.h:3261
@ GROUP_MAIN
Definition SndItemID.h:3446
@ SE_VOC_MA_NOTICE
Definition SndItemID.h:1575
@ PLAYER_SE_PLY_JUMP
Definition SndItemID.h:3430
@ SE_OBJ_SNAKE_BLOCK_M
Definition SndItemID.h:2737
@ SE_PLY_CHANGE_P_MSSB
Definition SndItemID.h:2621
@ SE_VOC_MM4_JR_A_BATTLE_APP
Definition SndItemID.h:235
@ SE_EMY_CMN_TOUCH_HARD
Definition SndItemID.h:2883
@ SE_VOC_MF4_GOAL_POLE_CATCH
Definition SndItemID.h:502
@ SE_VOC_LEM_DAMAGE_S
Definition SndItemID.h:1840
@ SE_BOSS_JR_CROWN_KP_RISE
Definition SndItemID.h:2148
@ SE_VOC_MM2_WALL_KICK
Definition SndItemID.h:106
@ SE_PLY_YOSHI_EAT_NUT_4
Definition SndItemID.h:1346
@ SE_OBJ_ICICLE_L_LAND
Definition SndItemID.h:1461
@ SE_PLY_MSSB_CATCHWALL
Definition SndItemID.h:2607
@ SE_BOSS_WENDY_DOWN_LAND2
Definition SndItemID.h:2067
@ SE_EMY_ELCJ_DIVE
Definition SndItemID.h:2516
@ SE_PLY_PNGN_SLIP_SEA
Definition SndItemID.h:1062
@ SE_VOC_KO2_CS_DECIDE_JOIN
Definition SndItemID.h:1728
@ SE_EMY_CS_PENGUIN_SLIDE_LV
Definition SndItemID.h:3143
@ SE_VOC_MF2_GOAL_POLE_CATCH
Definition SndItemID.h:372
@ SE_VOC_KO_DAMAGE_ELEC
Definition SndItemID.h:1697
@ SE_EMY_CS_CMN_COURSE_OUT
Definition SndItemID.h:3178
@ SE_VOC_BIGBUN_ATTACKSIGN
Definition SndItemID.h:2847
@ SE_VOC_JR_PROV2
Definition SndItemID.h:1951
@ SE_VOC_MF3_CLEAR_MULTI
Definition SndItemID.h:463
@ SE_VOC_MF1_PJ_JUMP
Definition SndItemID.h:279
@ SE_VOC_MM1_SAVE_PRINCESS
Definition SndItemID.h:76
@ SE_SYS_COURSE_IN
Definition SndItemID.h:763
@ SE_PLY_PRPL_LETDOWN_SPIN
Definition SndItemID.h:1058
@ BANK_SE_ENEMY_BASE
Definition SndItemID.h:3366
@ _SE_SYS_CH_TARGET_MEDAL_UP
Definition SndItemID.h:743
@ SE_OBJ_PAIPO_TO_TOGEZO
Definition SndItemID.h:1206
@ STRM_BGM_DEMO_ED
Definition SndItemID.h:572
@ WSDSET_BGM_MAP
Definition SndItemID.h:3225
@ SE_VOC_MA_CLIFF_UP
Definition SndItemID.h:1543
@ SE_MG_IH_MF1_ACTIVE_TV
Definition SndItemID.h:340
@ SE_OBJ_DOKAN_APPEAR
Definition SndItemID.h:787
@ SE_VOC_MM3_CONTINUE_COURSE
Definition SndItemID.h:163
@ _SE_VOC_KP_L_JUMP
Definition SndItemID.h:1974
@ SE_PLY_FOOTNOTE_SNOW_L
Definition SndItemID.h:1002
@ SE_SYS_MIIVERSE_ANNOUNCE
Definition SndItemID.h:696
@ SE_EMY_BIG_PAKKUN_DAMAGE_1
Definition SndItemID.h:1192
@ SE_MG_CMN_WIN_T_OPEN
Definition SndItemID.h:2195
@ SE_OBJ_BOSS_SHIP_PRPL_WENDY
Definition SndItemID.h:2749
@ SE_VOC_MF1_CLEAR_MULTI
Definition SndItemID.h:333
@ SE_VOC_MF4_MOTIAGE
Definition SndItemID.h:489
@ SE_BOSS_JR_FIRE_SHOT
Definition SndItemID.h:3091
@ SE_OBJ_COIN_POP_UP
Definition SndItemID.h:768
@ SE_EMY_KOOPA_LAUGH
Definition SndItemID.h:2536
@ SE_VOC_LU_QUAKE
Definition SndItemID.h:1631
@ SE_VOC_MM1_CLIFF_DOWN
Definition SndItemID.h:50
@ SE_DEMO_ED_C30_V_KO_R_GAYA01
Definition SndItemID.h:890
@ SE_VOC_KO_SCROLL_OUT
Definition SndItemID.h:1693
@ SE_VOC_ITEM_KO_FOUND
Definition SndItemID.h:1784
@ SE_OBJ_PEA_TREE_LEAF_SWING
Definition SndItemID.h:2780
@ SE_VOC_MF1_SAVE_PRINCESS
Definition SndItemID.h:336
@ SE_VOC_MM4_ROPE_CATCH
Definition SndItemID.h:239
@ SE_PLY_SLIDE_ROPE
Definition SndItemID.h:1068
@ SE_DEMO_ED_C20_SHIP_CRASH
Definition SndItemID.h:879
@ SE_VOC_KINOPIO_TRAMPLED
Definition SndItemID.h:2856
@ SE_VOC_MM3_CLIFF_DIVE
Definition SndItemID.h:178
@ SE_VOC_CS_SHIP_KO2_SURPRISE
Definition SndItemID.h:965
@ SE_OBJ_STARLIFT_ROLLING
Definition SndItemID.h:2742
@ SE_VOC_MM2_CANNON_SHOT
Definition SndItemID.h:117
@ SE_BOSS_ROY_SR_KILLER_COUNTDOWN
Definition SndItemID.h:2979
@ SE_VOC_KO_MISS_PRINCESS
Definition SndItemID.h:1716
@ SE_VOC_MM1_DAMAGE_ELEC
Definition SndItemID.h:62
@ SE_EMY_KILLER_CROSS
Definition SndItemID.h:1209
@ SE_SYS_MAP_TOUCH_ON
Definition SndItemID.h:2708
@ SE_VOC_MM2_DAMAGE_FIRE
Definition SndItemID.h:124
@ SE_VOC_IGG_LOSE_S1
Definition SndItemID.h:1884
@ SE_BOSS_JR_CLOWN_CLOSE
Definition SndItemID.h:3032
@ SE_OBJ_STICK
Definition SndItemID.h:2531
@ SE_OBJ_STAR_COIN_BOARD
Definition SndItemID.h:2350
@ SE_VOC_PCH_WAVE_TO_M
Definition SndItemID.h:804
@ WSD_BGM_CHEEPFANFARE_LR_RY_32
Definition SndItemID.h:555
@ SE_PLY_WATER_DOKAN_IN_OUT
Definition SndItemID.h:1084
@ SE_BOSS_WOOGAN_MOVE
Definition SndItemID.h:3069
@ SE_OBJ_BURNER_LEVEL
Definition SndItemID.h:2412
@ SE_EMY_CMN_TOUCH_LAND
Definition SndItemID.h:2880
@ SE_VOC_LU_CS_COURSE_IN
Definition SndItemID.h:1587
@ SE_VOC_KO2_GET_STAR
Definition SndItemID.h:1770
@ SE_BOSS_LUDWIG_MAGIC_SPREAD
Definition SndItemID.h:2108
@ BANK_BGM_STAFF_CREDIT
Definition SndItemID.h:3404
@ SE_VOC_WC_ATTACK_SIGN
Definition SndItemID.h:2903
@ SE_VOC_JR_TALK_KMC4
Definition SndItemID.h:924
@ SEQSET_SE_VOC_KINOPIO2_BASE
Definition SndItemID.h:3270
@ SE_PLY_FOOTNOTE_MANTA
Definition SndItemID.h:1007
@ SE_EMY_PATAMET_STEP
Definition SndItemID.h:1313
@ SE_PLY_SHUFFLE
Definition SndItemID.h:1073
@ SE_VOC_MM1_MOTIAGE
Definition SndItemID.h:34
@ SE_VOC_MOR_BEAT_YOU
Definition SndItemID.h:1916
@ SEQSET_SE_VOC_BOSS
Definition SndItemID.h:3273
@ SE_SYS_SCROLL_COMAND
Definition SndItemID.h:2369
@ SE_VOC_MOR_FALL_INTO_MAP
Definition SndItemID.h:1914
@ SE_VOC_MA_CS_COURSE_MISS
Definition SndItemID.h:1518
@ SE_EMY_BUNBUN_FLYING_FAST
Definition SndItemID.h:2946
@ SE_OBJ_FREE_FALL
Definition SndItemID.h:1480
@ SE_PLY_CROWN_RISE
Definition SndItemID.h:2158
@ SE_VOC_ROY_DAMAGE_S
Definition SndItemID.h:1821
@ SE_OBJ_KINOKO_YOKO_SHORTER
Definition SndItemID.h:1437
@ SE_EMY_KPJR_CRY_V
Definition SndItemID.h:2386
@ SE_EMY_BUBBLE_SPLASH
Definition SndItemID.h:1226
@ SE_OBJ_RADAR_ONPU_1_1
Definition SndItemID.h:1128
@ SE_VOC_KP_L_DAMAGE_S
Definition SndItemID.h:3120
@ SE_OBJ_KINO_HOUSE_DISAPP
Definition SndItemID.h:2352
@ SE_VOC_MM1_CS_COURSE_IN_MULTI
Definition SndItemID.h:24
@ GROUP_BGM_KAZAN_CHIKA
Definition SndItemID.h:3469
@ SE_VOC_BKK_RCV_SIGN
Definition SndItemID.h:801
@ SE_MG_UH_LIFT_START
Definition SndItemID.h:2219
@ SE_SYS_MAP_VIEW_MOVING_KEY_LV
Definition SndItemID.h:2707
@ SE_PLY_FOOTNOTE_CS_CLOUD_L
Definition SndItemID.h:2248
@ SE_BOSS_KAMECK_APP_
Definition SndItemID.h:2121
@ SE_DEMO_ED_C30_V_KO_L_HEY
Definition SndItemID.h:887
@ BANK_SE_OBJ_BASE
Definition SndItemID.h:3335
@ SE_OBJ_CS_SHIP_B_CLOWN_DISAPPEAR
Definition SndItemID.h:3166
@ SE_VOC_KP_LOSE_BY_HPDP
Definition SndItemID.h:1970
@ SE_VOC_MA_QUAKE
Definition SndItemID.h:1559
@ SE_BOSS_IGGY_SLIP
Definition SndItemID.h:3061
@ SE_VOC_MM3_JUMP_3RD
Definition SndItemID.h:168
@ SE_VOC_MF4_TIMEUP
Definition SndItemID.h:511
@ SE_BOSS_CMN_JUMP_S
Definition SndItemID.h:1983
@ __SE_SYS_CE_BTN_OVER
Definition SndItemID.h:2628
@ SE_VOC_LU_INTO_SANDPILLAR
Definition SndItemID.h:1630
@ WSDSET_BGM_LAST_BOSS2
Definition SndItemID.h:3233
@ SE_SYS_BM_COURSE_PAGE_IN
Definition SndItemID.h:712
@ SE_PLY_BALLOON_BRAKE
Definition SndItemID.h:1106
@ SE_OBJ_CS_DOOR_CLOSE
Definition SndItemID.h:2270
@ SE_EMY_SHADOW_JUMP
Definition SndItemID.h:2891
@ SE_EMY_BIG_PAKKUN_DOWN
Definition SndItemID.h:1191
@ SE_SYS_VS_COUNT_
Definition SndItemID.h:2510
@ SE_VOC_KO_BALLOON_HELP
Definition SndItemID.h:1688
@ SE_EMY_DOWN_SYNC_2
Definition SndItemID.h:1177
@ SE_VOC_MF1_STOMPED
Definition SndItemID.h:326
@ SE_VOC_MF3_CS_JUMP
Definition SndItemID.h:416
@ SE_EMY_PAKKUN_DOWN
Definition SndItemID.h:1187
@ SE_SYS_RANK_THEME_ROLL
Definition SndItemID.h:691
@ SE_EMY_BUNBUN_BIG_MAWASU_YOKO
Definition SndItemID.h:2939
@ SE_OBJ_GET_RED_COIN_7
Definition SndItemID.h:779
@ SE_EMY_BUNBUN_FUKKATSU_ICE
Definition SndItemID.h:2924
@ SE_BOSS_WENDY_WATER_DOWN
Definition SndItemID.h:2062
@ SE_VOC_LU_CLEAR_MULTI
Definition SndItemID.h:1639
@ SEQSET_RP_SE_BOSS_MORTON
Definition SndItemID.h:3319
@ SE_EMY_FO_CHASE
Definition SndItemID.h:2437
@ SE_EMY_FUWA_FUMU
Definition SndItemID.h:2464
@ SE_OBJ_LIFT_TENBIN_MOVE
Definition SndItemID.h:1422
@ SE_EMY_MECHAKOOPA_DAMAGE
Definition SndItemID.h:1284
@ SE_VOC_MA_MOTIAGE
Definition SndItemID.h:1528
@ SE_BOSS_WENDY_DOWN_LAND1
Definition SndItemID.h:2066
@ SE_SYS_SKIP_DEMO
Definition SndItemID.h:719
@ SE_EMY_KPJR_PURUPURU
Definition SndItemID.h:2394
@ SE_SYS_AP_PUT_BLOCK
Definition SndItemID.h:2632
@ SE_BOSS_LEMMY_DOWN_LAND2
Definition SndItemID.h:2048
@ SE_VOC_LU_DAMAGE_EATEN
Definition SndItemID.h:1629
@ SE_VOC_KO2_PLAYER_DECIDE
Definition SndItemID.h:1723
@ SE_VOC_IGG_INTO_DOKAN
Definition SndItemID.h:3057
@ SE_VOC_KO_KISSED_PEACH
Definition SndItemID.h:811
@ SE_BOSS_CMN_GET_COIN_BONUS
Definition SndItemID.h:2010
@ SE_OBJ_GET_RED_COIN_COMPLETE
Definition SndItemID.h:780
@ SE_OBJ_LIFT_KYUKOKA
Definition SndItemID.h:2440
@ SE_VOC_CS_CMN_KO2_COURSE_CLEAR
Definition SndItemID.h:3200
@ SE_BOSS_IGGY_WANWAN_L_BARK
Definition SndItemID.h:2076
@ SE_PLY_ATTACK_FENCE
Definition SndItemID.h:1078
@ SE_SYS_ERROR_WINDOW_OPEN
Definition SndItemID.h:2685
@ SE_BOSS_WOOGAN_YOKAN
Definition SndItemID.h:3067
@ SE_VOC_MM2_GET_PRIZE
Definition SndItemID.h:143
@ SE_BOSS_MORTON_MAGIC_MAKE
Definition SndItemID.h:2091
@ SE_MG_UH_WIN_GR_OPEN
Definition SndItemID.h:2227
@ STRM_BGM_CHIKA_FAST
Definition SndItemID.h:2578
@ STRM_BGM_LAST_BOSS2_HARP
Definition SndItemID.h:582
@ SE_VOC_KO2_CS_FALL_INTO_MAP
Definition SndItemID.h:1725
@ SE_PLY_YOSHI_FIRE
Definition SndItemID.h:1112
@ SE_OBJ_KOURA
Definition SndItemID.h:1376
@ SE_BOSS_MORTON_MAGIC_MAKE_FAST
Definition SndItemID.h:2092
@ SE_VOC_PCH_LAST_BATTLE_HELP
Definition SndItemID.h:1796
@ SE_BOSS_JR_ELEC_APP
Definition SndItemID.h:2139
@ SE_VOC_MM2_DAMAGE_POISON
Definition SndItemID.h:126
@ SE_VOC_ITEM_KO_INFO
Definition SndItemID.h:1786
@ SE_VOC_LU_CLEAR_NORMAL
Definition SndItemID.h:1637
@ SE_PLY_MSSB_WALLJUMP
Definition SndItemID.h:2608
@ SE_PLY_FOOTNOTE_LEAF_L
Definition SndItemID.h:1000
@ BANK_SE_COURSE
Definition SndItemID.h:3361
@ STRM_BGM_MULTI_FAIL
Definition SndItemID.h:559
@ STRM_BGM_CHIKA
Definition SndItemID.h:2577
@ SE_OBJ_KP_HAND_RETURN
Definition SndItemID.h:830
@ SE_VOC_LU_SCROLL_OUT
Definition SndItemID.h:1624
@ SE_SYS_ROUTE_NG
Definition SndItemID.h:741
@ SE_OBJ_CS_W8_CLOWN_COURSE_IN
Definition SndItemID.h:3164
@ SE_PLY_BREAK_FREE_PRPL
Definition SndItemID.h:1097
@ SE_OBJ_PUFF_MUSH_2
Definition SndItemID.h:2449
@ SE_VOC_MF3_HUKKATSU
Definition SndItemID.h:444
@ SE_VOC_MM1_CS_DECIDE_JOIN
Definition SndItemID.h:27
@ SE_SYS_GREEN_COIN_TIMER3
Definition SndItemID.h:2644
@ SE_VOC_KO2_NOTICE
Definition SndItemID.h:1781
@ SEQSET_SE_VS_copy0
Definition SndItemID.h:3293
@ SE_BOSS_IGGY_TURN
Definition SndItemID.h:2081
@ SE_VOC_LAR_INTO_WATERPILLAR
Definition SndItemID.h:897
@ SE_MG_IH_MF3_ACTIVE_TV
Definition SndItemID.h:470
@ SE_OBJ_TARU_LAND
Definition SndItemID.h:1449
@ SE_EMY_KABO_BREAK
Definition SndItemID.h:2434
@ SE_VOC_KO_PLAYER_JOIN
Definition SndItemID.h:1650
@ SE_VOC_LU_HIP_ATTACKED
Definition SndItemID.h:1633
@ SE_AMB_RP_SEASIDE
Definition SndItemID.h:2755
@ SE_BOSS_IGGY_DOKAN_OUT
Definition SndItemID.h:3063
@ PLAYER_BGM_COURSE_SUB2
Definition SndItemID.h:3437
@ SE_VOC_MOR_JUMP_L
Definition SndItemID.h:1902
@ SE_VOC_MF4_JUMP_3RD
Definition SndItemID.h:493
@ SE_OBJ_TEKKYU_L_CRASH
Definition SndItemID.h:1455
@ SE_VOC_MF4_DAMAGE_FIRE
Definition SndItemID.h:514
@ SE_VOC_LU_ROPE_CATCH
Definition SndItemID.h:1610
@ SE_SYS_VS_STAR_DENIED
Definition SndItemID.h:2513
@ SE_VOC_MF4_CANNON_SHOT_S
Definition SndItemID.h:506
@ _SE_BOSS_KOOPA_FIRE_DISAPP
Definition SndItemID.h:2179
@ SE_MG_UH_LIFT_STOP
Definition SndItemID.h:2226
@ SE_EMY_CS_LIFT_LINE_BARK
Definition SndItemID.h:2791
@ SE_VOC_MM4_CONTINUE
Definition SndItemID.h:227
@ SE_VOC_LU_NAGERU
Definition SndItemID.h:1601
@ SE_PLY_CATCH_KUSARI
Definition SndItemID.h:609
@ SE_PLY_YOSHI_EAT_NUT_5
Definition SndItemID.h:1347
@ SE_PLY_SPLASH_LAVA
Definition SndItemID.h:1090
@ SE_OBJ_GET_RED_COIN_5
Definition SndItemID.h:777
@ SE_OBJ_DAIKONBOU_L_LAND
Definition SndItemID.h:1476
@ GROUP_BGM_COURSE
Definition SndItemID.h:3448
@ SE_OBJ_CS_CMN_CLOWN_PRPL_LV
Definition SndItemID.h:3157
@ SE_VOC_LU_PLAYER_DECIDE
Definition SndItemID.h:1584
@ SE_OBJ_GET_COIN_OLD
Definition SndItemID.h:1328
@ SE_DEMO_ED_C10_V_JR_SNATCH_PCH
Definition SndItemID.h:866
@ SE_VOC_MM4_CLEAR_MULTI
Definition SndItemID.h:268
@ SE_VOC_BUN_DEMO_INTRODUCE
Definition SndItemID.h:795
@ SE_VOC_MM1_STOMPED
Definition SndItemID.h:66
@ SE_SYS_AP_PUT_SMALLBLOCK
Definition SndItemID.h:2639
@ SE_VOC_MA_CHANGE_BIGGEST
Definition SndItemID.h:2527
@ SE_DEMO_ED_C10_JUMP2_JR
Definition SndItemID.h:861
@ SE_BOSS_KAMECK_DEMO_FLY_STOP
Definition SndItemID.h:2959
@ SE_VOC_MM3_GET_STAR
Definition SndItemID.h:199
@ SE_VOC_MF1_MOTIAGE_PLAYER
Definition SndItemID.h:296
@ SE_VOC_MM4_CS_DECIDE_JOIN
Definition SndItemID.h:222
@ SE_VOC_KO2_CS_NOTICE_JR
Definition SndItemID.h:1732
@ SE_EMY_CHOROPU_SIGN
Definition SndItemID.h:1299
@ SE_BOSS_WENDY_RAMP_LAND
Definition SndItemID.h:2065
@ SE_OBJ_CS_CMN_SHIP_ATTACKED_LAST
Definition SndItemID.h:3189
@ SE_EMY_DOWN_SPIN_6
Definition SndItemID.h:1156
@ SE_OBJ_GET_COIN_SHOWER
Definition SndItemID.h:770
@ SE_BOSS_JR_SHELL_ROLL
Definition SndItemID.h:3099
@ _SE_BOSS_JR_BOMB_BURST
Definition SndItemID.h:2172
@ SE_VOC_MF3_PJ_JUMP_MAME
Definition SndItemID.h:410
@ SE_EMY_CS_CMN_SHA_FN
Definition SndItemID.h:3202
@ SE_EMY_CS_TERESA_HIDE
Definition SndItemID.h:3146
@ SE_BOSS_CS_JR_JUMP_S
Definition SndItemID.h:2326
@ SE_VOC_LEM_LOSE_L
Definition SndItemID.h:1843
@ SE_VOC_MM2_JR_A_BATTLE_APP
Definition SndItemID.h:105
@ SE_EMY_BIG_PAKKUN_MOUTH
Definition SndItemID.h:1190
@ SE_SYS_NEW_POINT_END
Definition SndItemID.h:2368
@ SE_VOC_MA_WDOKAN_SHOT
Definition SndItemID.h:2525
@ SE_EMY_BUNBUN_WING1
Definition SndItemID.h:2943
@ SE_EMY_FUMU_4
Definition SndItemID.h:1138
@ SE_OBJ_BROOM_SHUTTER_LOCK_OFF
Definition SndItemID.h:1491
@ SE_VOC_MF3_TYUKAN
Definition SndItemID.h:458
@ STRM_BGM_SHIRO_BOSS
Definition SndItemID.h:585
@ SE_VOC_CS_KO2_SHIP_CLEAR
Definition SndItemID.h:3137
@ STRM_BGM_DEMO_OP2
Definition SndItemID.h:571
@ SE_VOC_MF3_MOTIAGE_PLAYER
Definition SndItemID.h:426
@ BANK_SE_SYS_COURSE
Definition SndItemID.h:3338
@ SE_VOC_CS_SHA_ESCAPE
Definition SndItemID.h:960
@ SE_VOC_MM4_CANNON_SHOT
Definition SndItemID.h:247
@ SE_SYS_PLY_FOOTNOTE
Definition SndItemID.h:2681
@ SE_VOC_MF2_CS_COMPLETE_DEMO
Definition SndItemID.h:402
@ SE_PLY_HPDP_SPECIAL_TWO_
Definition SndItemID.h:1101
@ SE_PLY_PRPL_JUMP
Definition SndItemID.h:1056
@ SE_BOSS_LUDWIG_TRANSFORM
Definition SndItemID.h:2984
@ SE_DEMO_ED_C30_V_MARIO_IHHI
Definition SndItemID.h:894
@ SE_VOC_KO2_MOTIAGE_PLAYER
Definition SndItemID.h:1737
@ SE_EMY_KPJR_UH
Definition SndItemID.h:2387
@ SE_SYS_CHANGE_RANK
Definition SndItemID.h:670
@ SE_AMB_DOKAN_AWA
Definition SndItemID.h:1499
@ WSDSET_SE_VOC_ENEMY
Definition SndItemID.h:3250
@ SE_OBJ_WARP_CANNON_SHOT
Definition SndItemID.h:1401
@ SE_EMY_SHADOW_DOWN
Definition SndItemID.h:2890
@ SE_VOC_MF2_CONTINUE
Definition SndItemID.h:357
@ SE_OBJ_BOSS_SHIP_PRPL_IGGY
Definition SndItemID.h:2750
@ SE_OBJ_HANABI_HYU
Definition SndItemID.h:2500
@ STRM_BGM_ATHLETIC
Definition SndItemID.h:2579
@ SE_EMY_FO_GLOW_UP
Definition SndItemID.h:2436
@ SE_VOC_MM4_GOAL_POLE_CATCH
Definition SndItemID.h:242
@ SE_VOC_JR_ESCAPE
Definition SndItemID.h:926
@ SE_VOC_MF4_PJ_SPIN_JUMP_MAME
Definition SndItemID.h:477
@ STRM_BGM_STAR_FAST
Definition SndItemID.h:2574
@ SE_SYS_PJ_PLAYER_SPIN_JUMP
Definition SndItemID.h:667
@ SE_VOC_MM1_CS_COURSE_MISS
Definition SndItemID.h:25
@ SE_MG_IH_MF2_ACTIVE_RC
Definition SndItemID.h:406
@ SE_VOC_BKK_SHIKO2
Definition SndItemID.h:2863
@ SEQSET_RP_SE_BOSS_LUDWIG
Definition SndItemID.h:3318
@ SE_BOSS_KK_PIYO
Definition SndItemID.h:2900
@ SE_PLY_FOOTNOTE_HASHIGO_NAWA
Definition SndItemID.h:1015
@ WSDSET_SE_YOKOYAMA
Definition SndItemID.h:3259
@ SE_VOC_MM3_DAMAGE_ELEC
Definition SndItemID.h:192
@ SE_BOSS_WENDY_RING_BOUND
Definition SndItemID.h:2056
@ SE_EMY_GASA_FOOT
Definition SndItemID.h:2432
@ SE_OBJ_CMN_TOUCH_QUAKE_LV
Definition SndItemID.h:2770
@ SE_VOC_LEM_CS_JUMP_F
Definition SndItemID.h:1854
@ SE_OBJ_COIN_APP
Definition SndItemID.h:766
@ SE_OBJ_GET_RED_COIN
Definition SndItemID.h:773
@ SE_EMY_TOBIPUKU_SPLASH
Definition SndItemID.h:1238
@ SE_VOC_ROY_DOKAN_OUT
Definition SndItemID.h:1820
@ SE_SYS_CE_PUT_STARCOIN
Definition SndItemID.h:753
@ SE_SYS_AP_PUT_SMALLBLOCK_UP
Definition SndItemID.h:2640
@ SE_VOC_PCH_SCREAM
Definition SndItemID.h:1793
@ SE_EMY_WANWAN_GACHI
Definition SndItemID.h:2379
@ SEQSET_BOSS
Definition SndItemID.h:3310
@ SE_VOC_MF1_DAMAGE_LAST
Definition SndItemID.h:315
@ SE_EMY_PENGUIN_PIYO
Definition SndItemID.h:1265
@ SE_SYS_CE_BACK
Definition SndItemID.h:748
@ SE_VOC_KO2_CANNON_SHOT_S
Definition SndItemID.h:1752
@ SE_BOSS_KOOPA_CRASH
Definition SndItemID.h:2186
@ SE_MG_CM_PANEL_NG
Definition SndItemID.h:2651
@ SE_OBJ_RADAR_ONPU_1
Definition SndItemID.h:1123
@ SEQSET_RP_SE_BOSS_KOOPA
Definition SndItemID.h:3324
@ WSDSET_SE_INAGAKI
Definition SndItemID.h:3256
@ SE_VOC_KO_SURPRISED_PEACH
Definition SndItemID.h:3128
@ SE_DEMO_ED_C10_KP_V_JUMP
Definition SndItemID.h:873
@ SE_VOC_MA_CLEAR_MULTI
Definition SndItemID.h:1567
@ SE_EMY_KALON_REVIVAL
Definition SndItemID.h:1229
@ SE_SYS_CH_RESULT_SCORE_BEST
Definition SndItemID.h:711
@ SE_OBJ_ROCK
Definition SndItemID.h:2502
@ SE_PLY_PNGN_SWIM
Definition SndItemID.h:1063
@ SE_VOC_MF2_CS_COURSE_MISS
Definition SndItemID.h:350
@ SE_VOC_KO_MOTIAGE_PLAYER
Definition SndItemID.h:1671
@ SE_VOC_KMC_BLOCK_FALL
Definition SndItemID.h:2958
@ SE_VOC_PCH_THANK_YOU
Definition SndItemID.h:808
@ SE_BOSS_KAMECK_MAGIC
Definition SndItemID.h:2961
@ SE_BOSS_WENDY_DOWN_LAND3
Definition SndItemID.h:2068
@ SE_VOC_MM2_NAGERU
Definition SndItemID.h:100
@ SE_BOSS_JR_SHELL_LAND
Definition SndItemID.h:3100
@ SE_VOC_LEM_BEAT_YOU
Definition SndItemID.h:1851
@ SE_PLY_HIP_ATTACK_SOFT
Definition SndItemID.h:1049
@ BANK_BGM_YUKI
Definition SndItemID.h:3396
@ SE_PLY_OTHER_OFF
Definition SndItemID.h:1095
@ SE_VOC_LU_CS_SHOVED
Definition SndItemID.h:1594
@ SE_VOC_KO2_SAVE_PRINCESS
Definition SndItemID.h:1777
@ SE_VOC_LUD_WAKE1
Definition SndItemID.h:1933
@ SE_PLY_BURN_DOWN_L
Definition SndItemID.h:2408
@ SE_EMY_BIG_DOSSUN
Definition SndItemID.h:1292
@ SE_PLY_PNGN_SLIP
Definition SndItemID.h:1061
@ SE_VOC_IGG_LOSE_S4
Definition SndItemID.h:1887
@ GROUP_BGM_CHIKA
Definition SndItemID.h:3450
@ SE_OBJ_RADAR_ONPU_4
Definition SndItemID.h:1126
@ SEQSET_SE_OBJ_FENCE_copy0
Definition SndItemID.h:3290
@ SE_EMY_MOUSE_RUN
Definition SndItemID.h:1250
@ SE_SYS_CE_START_NOTICE_DRC
Definition SndItemID.h:762
@ SE_OBJ_BIRI_KOOPA_ELECTRIC
Definition SndItemID.h:2736
@ SE_VOC_KP_L_SHOUT2
Definition SndItemID.h:3118
@ SE_PLY_KICK
Definition SndItemID.h:2445
@ SE_PLY_WALK_METAL_L
Definition SndItemID.h:636
@ STRM_BGM_TORIDE
Definition SndItemID.h:2589
@ SE_PLY_CH_YOSHI_HIT_ENEMY
Definition SndItemID.h:2618
@ SE_EMY_FIRE_BROS_FIRE
Definition SndItemID.h:1252
@ SE_BOSS_ROY_MAGIC_MAKE_FAST
Definition SndItemID.h:2020
@ SE_PLY_FOOTNOTE_HASHIGO_FE
Definition SndItemID.h:615
@ SE_VOC_KP_SHOUT
Definition SndItemID.h:1972
@ BANK_SE_ENEMY_05
Definition SndItemID.h:3371
@ SE_VOC_CS_SHIP_LU_SURPRISE
Definition SndItemID.h:963
@ SE_BOSS_JR_CROWN_JR_HIT_M
Definition SndItemID.h:2162
@ SE_VOC_LU_DAMAGE_POISON
Definition SndItemID.h:1627
@ SE_VOC_CS_KOOPA_LAUGH
Definition SndItemID.h:764
@ SE_VOC_MF1_JUMP_3RD
Definition SndItemID.h:298
@ SE_DEMO_OP_C10_SHAKE
Definition SndItemID.h:834
@ STRM_BGM_MORI
Definition SndItemID.h:2595
@ _SE_MG_YS_PANEL_HAKU_
Definition SndItemID.h:760
@ SE_GAKKI_R_2_ON
Definition SndItemID.h:982
@ SE_VOC_KO_TYUKAN
Definition SndItemID.h:1703
@ SE_VOC_MM3_NAGERU
Definition SndItemID.h:165
@ SE_VOC_KINOPIO_LEANBACK
Definition SndItemID.h:2859
@ STRM_BGM_SHADOW_CATCH
Definition SndItemID.h:562
@ SE_SYS_ONE_UP_RC
Definition SndItemID.h:739
@ SE_OBJ_BROSFLOOR_WAVE_L
Definition SndItemID.h:2716
@ SE_BOSS_ICICLE_SIGN
Definition SndItemID.h:3013
@ SE_VOC_MF4_SURPRISED_PEACH
Definition SndItemID.h:935
@ SE_VOC_MM3_PJ_SPIN_JUMP
Definition SndItemID.h:151
@ SE_OBJ_BOARD_DISAPP
Definition SndItemID.h:2357
@ SE_OBJ_SPIN_LIFT_MOVE
Definition SndItemID.h:1431
@ SE_VOC_KO_DAMAGE_EATEN
Definition SndItemID.h:1698
@ SE_BOSS_WENDY_MAGIC_SHOT
Definition SndItemID.h:2055
@ SE_VOC_MM2_KISSED_PEACH
Definition SndItemID.h:144
@ SE_VOC_MA_CS_COMPLETE_DEMO
Definition SndItemID.h:1572
@ BANK_SE_BOSS_COURSE
Definition SndItemID.h:3342
@ SE_VOC_MM3_CS_COMPLETE_DEMO
Definition SndItemID.h:207
@ SE_BOSS_JR_CROWN_JR_RIDE
Definition SndItemID.h:2137
@ SE_BOSS_WENDY_FOOT_L
Definition SndItemID.h:3009
@ STRM_BGM_SHADOW
Definition SndItemID.h:596
@ SE_EMY_CMN_TOUCH_POCON
Definition SndItemID.h:2882
@ SE_DEMO_OP_C70_DASH
Definition SndItemID.h:856
@ SE_EMY_KURIBO_M_DAMAGE
Definition SndItemID.h:1273
@ SE_VOC_CS_CMN_CH_YS
Definition SndItemID.h:952
@ SE_BOSS_KOOPA_L_SHELL_IN
Definition SndItemID.h:3110
@ SE_VOC_CS_CMN_MA_COURSE_CLEAR
Definition SndItemID.h:3194
@ SE_SYS_ERASE_ITEM_CHECK
Definition SndItemID.h:2684
@ SE_OBJ_YOKO_KINO_CONST
Definition SndItemID.h:2460
@ SE_BOSS_JR_DEMO_CROWN_RISE
Definition SndItemID.h:3027
@ SE_PLY_FOOTNOTE_CLOUD_L
Definition SndItemID.h:1010
@ STRM_BGM_STAR
Definition SndItemID.h:2573
@ SE_VOC_MF1_PJ_SPIN_JUMP_MAME
Definition SndItemID.h:282
@ SE_OBJ_ICICLE_SMALL_SIGN_LV
Definition SndItemID.h:793
@ SE_SYS_DIALOGUE_OUT_AUTO
Definition SndItemID.h:664
@ SE_PLY_WARP
Definition SndItemID.h:2504
@ SE_VOC_CS_OP_LEM_REPLY
Definition SndItemID.h:968
@ SE_VOC_MF2_DAMAGE_FIRE
Definition SndItemID.h:384
@ SE_DEMO_OP_C30_KPHAND_FINGER
Definition SndItemID.h:839
@ SE_OBJ_ITEM_PRPL_GLIDE
Definition SndItemID.h:1339
@ SE_OBJ_DAIKONBOU_L_REVERT
Definition SndItemID.h:1477
@ SE_PLY_CH_YOSHI_KERU
Definition SndItemID.h:2617
@ SE_VOC_KMC_WAKE_UP
Definition SndItemID.h:3083
@ SE_BOSS_LEMMY_BALL_BOUND
Definition SndItemID.h:2033
@ SE_VOC_MM1_NAGERU
Definition SndItemID.h:35
@ SE_VOC_JR_DAMAGE_LAST
Definition SndItemID.h:3020
@ SE_SYS_ONE_DOWN
Definition SndItemID.h:738
@ SE_VOC_MF3_STOMPED
Definition SndItemID.h:456
@ SE_EMY_YOSHI_STEP
Definition SndItemID.h:1116
@ SE_VOC_MF3_CLIFF_UP
Definition SndItemID.h:439
@ SE_SYS_RANK_APP_4
Definition SndItemID.h:685
@ SE_VOC_KMC_NOTICE1
Definition SndItemID.h:1941
@ SE_VOC_MM2_MOTIAGE_PLAYER
Definition SndItemID.h:101
@ SE_BOSS_WENDY_MAGIC_JUMP
Definition SndItemID.h:3008
@ SE_BOSS_JR_BLOCK_BREAK
Definition SndItemID.h:3015
@ WSDSET_BGM_ROAD_TO_LAST
Definition SndItemID.h:3241
@ SE_EMY_CS_CMN_BUN_FOOT
Definition SndItemID.h:3179
@ SE_VOC_MM1_CS_FALL_INTO_MAP
Definition SndItemID.h:23
@ SE_PLY_CS_JUMP
Definition SndItemID.h:2261
@ SE_EMY_BIG_TERESA_DEAD
Definition SndItemID.h:1248
@ SE_VOC_KO_CONTINUE
Definition SndItemID.h:1667
@ SE_EMY_BUNBUN_FALL
Definition SndItemID.h:2927
@ SE_VOC_MM1_GET_PRIZE
Definition SndItemID.h:78
@ SE_EMY_PENGUIN_DAMAGE
Definition SndItemID.h:1263
@ STRM_BGM_HIKOUSEN_ROUKA
Definition SndItemID.h:591
@ SE_OBJ_DAIKONBOU_L_SIGN
Definition SndItemID.h:1474
@ STRM_BGM_BONUS
Definition SndItemID.h:2593
@ SE_PLY_FOOTNOTE_CS_HASHIGO_FE_L
Definition SndItemID.h:2260
@ SE_PLY_CS_LAND_PNGN
Definition SndItemID.h:2285
@ SE_EMY_YOSHI_FUMU_2
Definition SndItemID.h:1161
@ SE_VOC_MF4_CLEAR_MULTI
Definition SndItemID.h:528
@ BANK_SE_KOOPAJR
Definition SndItemID.h:3362
@ SE_VOC_LAR_CS_JUMP
Definition SndItemID.h:1812
@ SE_SYS_ZOOM_IN
Definition SndItemID.h:2365
@ SEQSET_RP_SE_EMY
Definition SndItemID.h:3311
@ SE_BOSS_KAMECK_DISAPP_
Definition SndItemID.h:2120
@ SE_VOC_CS_MA_CAPTURED
Definition SndItemID.h:3130
@ SE_PLY_LAND_SAND
Definition SndItemID.h:1037
@ SE_SYS_GEN_W9
Definition SndItemID.h:2325
@ SE_PLY_CHANGE_PRPL
Definition SndItemID.h:614
@ SE_VOC_MM2_PLAYER_JOIN
Definition SndItemID.h:82
@ SE_AMB_CS_WATERPILLAR_SPOUT
Definition SndItemID.h:2800
@ BANK_BGM_BONUS
Definition SndItemID.h:3390
@ SE_VOC_BKK_DAMAGE_S
Definition SndItemID.h:2866
@ SE_EMY_PATAMET_STEP_6
Definition SndItemID.h:1318
@ SE_SYS_DECIDE
Definition SndItemID.h:645
@ SE_EMY_HUHU_BREATH_OUT
Definition SndItemID.h:1311
@ SE_VOC_MM2_DAMAGE_LAST
Definition SndItemID.h:120
@ SE_EMY_CS_LIFT_LINE_FLY
Definition SndItemID.h:2790
@ SE_VOC_KO2_PJ_JUMP
Definition SndItemID.h:1719
@ SE_VOC_MM3_SURPRISED_PEACH
Definition SndItemID.h:930
@ _SE_VOC_KMC_BLOCK_FALL
Definition SndItemID.h:900
@ SE_OBJ_CS_IGG_PROPELLER
Definition SndItemID.h:2807
@ SE_PLY_CH_YOSHI_BBL_BREAK
Definition SndItemID.h:2612
@ WSDSET_BGM_MG_BTL
Definition SndItemID.h:3234
@ SE_BOSS_KAMECK_CATCH_PCH
Definition SndItemID.h:2132
@ SE_BOSS_JR_CROWN_JR_RISE
Definition SndItemID.h:2138
@ SE_BOSS_SANBO_CRASH
Definition SndItemID.h:2998
@ SE_AMB_SABAKU_WIND
Definition SndItemID.h:2361
@ SE_VOC_KO_GET_PRIZE
Definition SndItemID.h:1713
@ SE_BOSS_SANBO_LAND
Definition SndItemID.h:2999
@ SE_VOC_MOR_ESC_JUMP
Definition SndItemID.h:1913
@ SE_AMB_FIREPILLAR_SPOUT
Definition SndItemID.h:1505
@ SE_EMY_WANWAN_BARK
Definition SndItemID.h:1216
@ SE_OBJ_CMN_TOUCH_THUNDER
Definition SndItemID.h:2774
@ SEQSET_SE_OBJ_ONP
Definition SndItemID.h:3264
@ SE_BOSS_JR_HIT_T
Definition SndItemID.h:3026
@ SE_VOC_MF4_ROPE_CATCH
Definition SndItemID.h:499
@ SE_BOSS_JR_ELEC_SPARK
Definition SndItemID.h:2157
@ SE_BOSS_KOOPA_FOOT
Definition SndItemID.h:936
@ SE_BOSS_JR_LAND
Definition SndItemID.h:2142
@ SE_VOC_KO2_CLEAR_LAST_BOSS
Definition SndItemID.h:1776
@ SE_BOSS_JR_JUMP_S
Definition SndItemID.h:2135
@ SE_EMY_BUNBUN_FLYING_SLOW
Definition SndItemID.h:2945
@ SE_EMY_DOWN_COMBO_7
Definition SndItemID.h:1149
@ SE_BOSS_JR_DAMAGE_ELEC_LAST1
Definition SndItemID.h:2152
@ SE_SYS_CTRL_1_CONNECTED_TV
Definition SndItemID.h:655
@ SE_EMY_BUNBUN_STOMPED
Definition SndItemID.h:822
@ SEQ_BGM_SANBASHI_V
Definition SndItemID.h:2548
@ SE_VOC_MM3_SAVE_PRINCESS
Definition SndItemID.h:206
@ SE_SYS_MII_CAP_ON
Definition SndItemID.h:2679
@ SE_EMY_GASA_APPEAR
Definition SndItemID.h:2431
@ SE_EMY_BIG_KURIBO_DOWN
Definition SndItemID.h:2398
@ SE_OBJ_ICICLE_SIGN
Definition SndItemID.h:1458
@ SE_DEMO_ED_C10_KP_FOOTNOTE
Definition SndItemID.h:2953
@ SE_OBJ_CS_DARK_CLOUD_BECOME_BIG_LV
Definition SndItemID.h:947
@ SE_VOC_CS_LU_CANNON_SHOT
Definition SndItemID.h:3182
@ PLAYER_BGM_COURSE_STAR
Definition SndItemID.h:3433
@ SE_OBJ_CS_SHIP_B_CLOWN_APPEAR
Definition SndItemID.h:3165
@ SE_EMY_KURIBO_FUMU
Definition SndItemID.h:1134
@ SE_VOC_MM2_CS_CHASE_SHIP
Definition SndItemID.h:95
@ SE_VOC_MM4_KISSED_PEACH
Definition SndItemID.h:274
@ SE_OBJ_CS_SHIP_B_CLOWN_KEMURI_IN
Definition SndItemID.h:3167
@ SE_OBJ_EMY_ICEBALL_DISAPP
Definition SndItemID.h:1359
@ WSD_BGM_SPEED_UP_MAX
Definition SndItemID.h:566
@ SE_VOC_WEN_INABAUAR
Definition SndItemID.h:914
@ SE_OBJ_BOSS_WARP_CANNON_SHOT
Definition SndItemID.h:2744
@ SE_BOSS_LEMMY_MAGIC_MAKE
Definition SndItemID.h:2973
@ SE_BOSS_LUDWIG_DOWN_LAND1
Definition SndItemID.h:2109
@ SE_OBJ_BOSS_SHIP_PRPL_LARRY
Definition SndItemID.h:2748
@ SE_VOC_LU_TIMEUP_MULTI
Definition SndItemID.h:1623
@ SE_MG_IH_LU_ACTIVE_TV
Definition SndItemID.h:2200
@ SE_VOC_MM1_JR_A_BATTLE_APP
Definition SndItemID.h:40
@ SE_VOC_CS_SHIP_B_JR_PUNCH
Definition SndItemID.h:949
@ GROUP_BGM_SANBASHI
Definition SndItemID.h:3468
@ _SE_VOC_CS_CMN_SHA_WALKING_LV
Definition SndItemID.h:957
@ SE_AMB_LAST_BATTLE
Definition SndItemID.h:2839
@ SE_VOC_KO2_DAMAGE_EATEN
Definition SndItemID.h:1764
@ SE_BOSS_WENDY_WAND_ROLL
Definition SndItemID.h:2063
@ SE_VOC_MF1_ROPE_CATCH
Definition SndItemID.h:304
@ SE_PLY_FOOTNOTE_SNOW
Definition SndItemID.h:1001
@ SE_VOC_MM4_SAVE_PRINCESS
Definition SndItemID.h:271
@ SE_VOC_CS_CMN_JR_CHOUHATSU
Definition SndItemID.h:3154
@ SE_BOSS_WENDY_SHELL_LAND
Definition SndItemID.h:3006
@ SE_VOC_MF2_DAMAGE_ELEC
Definition SndItemID.h:387
@ SE_PLY_KOURA_SLIDE
Definition SndItemID.h:2485
@ SE_SYS_GET_PRIZE
Definition SndItemID.h:675
@ SE_OBJ_ROCK_S_CRASH
Definition SndItemID.h:1440
@ SE_VOC_MM1_MOTIAGE_PLAYER
Definition SndItemID.h:36
@ GROUP_BGM_OBAKE
Definition SndItemID.h:3453
@ SE_BOSS_WOOGAN_THAW
Definition SndItemID.h:3072
@ SE_MG_IH_PANEL_HIT
Definition SndItemID.h:2208
@ SE_VOC_JR_CHOUHATSU2
Definition SndItemID.h:903
@ SE_DEMO_ED_C20_CROWN_PRPL
Definition SndItemID.h:2951
@ SE_EMY_LIFT_LINE_BARK
Definition SndItemID.h:1325
@ GROUP_BGM_SHIRO_LAST
Definition SndItemID.h:3475
@ SE_EMY_SHADOW_FN
Definition SndItemID.h:2886
@ SE_VOC_LAR_NOTICE2
Definition SndItemID.h:1805
@ SEQ_BGM_ATHLETIC_V
Definition SndItemID.h:2560
@ SE_PLY_YOSHI_TONGUE
Definition SndItemID.h:1109
@ SE_BOSS_KOOPA_L_LAVA_SPOUT_SIGN
Definition SndItemID.h:2190
@ SE_PLY_FOOTNOTE_CS_ROCK_L
Definition SndItemID.h:2238
@ SE_VOC_MM1_DAMAGE_LAST
Definition SndItemID.h:55
@ SEQSET_SE_EMY_COURSE
Definition SndItemID.h:3265
@ SEQSET_RP_SE_BOSS_LASTKOOPA
Definition SndItemID.h:3325
@ SE_VOC_ITEM_KO_HELP_ME_HERE
Definition SndItemID.h:1788
@ SE_BOSS_CMN_SMART_SHELL_LAND
Definition SndItemID.h:1991
@ SE_OBJ_KOOPA_MHAND_RING
Definition SndItemID.h:2740
@ SE_BOSS_LUDWIG_KAITEN
Definition SndItemID.h:2985
@ SE_PLY_CS_CH_YS_LAND
Definition SndItemID.h:3214
@ SE_VOC_KO2_CANNON_SHOT
Definition SndItemID.h:1753
@ SE_BOSS_JR_DEMO_CROWN_ATTACKSIGN
Definition SndItemID.h:3103
@ SE_VOC_MM1_PLAYER_JOIN
Definition SndItemID.h:17
@ SE_BOSS_LUDWIG_LIFT_STOP
Definition SndItemID.h:2117
@ SE_OBJ_TREASURE_BOX_SHAKE
Definition SndItemID.h:1333
@ SE_EMY_FISHBONE_ATTACK
Definition SndItemID.h:1282
@ SE_PLY_DOKAN_IN_OUT
Definition SndItemID.h:990
@ SE_AMB_RP_BIG_WINDY
Definition SndItemID.h:2754
@ SE_OBJ_UKISHIMA_L
Definition SndItemID.h:2410
@ SE_BOSS_LEMMY_DOWN_LAND3
Definition SndItemID.h:2049
@ SE_VOC_LEM_BOMB_TORIDASU
Definition SndItemID.h:898
@ SE_VOC_MF3_ROPE_RELEASE
Definition SndItemID.h:436
@ SE_OBJ_TRAMPOLINE_JUMP2
Definition SndItemID.h:2490
@ SE_VOC_JR_PRE_RECORVER
Definition SndItemID.h:3088
@ SE_VOC_KP_L_NOTICE
Definition SndItemID.h:1979
@ STRM_BGM_CHIJOU
Definition SndItemID.h:2575
@ SEQ_BGM_SHIORO_FAST_V
Definition SndItemID.h:2545
@ SE_BOSS_CMN_DAMAGE_STAR_DEF
Definition SndItemID.h:2003
@ SEQSET_SE_VOC_MARIO_BASE
Definition SndItemID.h:3267
@ SE_EMY_BUBBLE
Definition SndItemID.h:1225
@ SE_VOC_MF4_CS_COURSE_MISS
Definition SndItemID.h:480
@ SE_OBJ_KDOOR_MOVE
Definition SndItemID.h:1388
@ SE_VOC_MA_HIP_ATTACKED
Definition SndItemID.h:1561
@ SE_PLY_HIT_BLOCK_BOUND
Definition SndItemID.h:1361
@ SE_SYS_KINO_BALLOON
Definition SndItemID.h:2289
@ SE_EMY_BLOW_PAKKUN_DOWN
Definition SndItemID.h:1196
@ SE_SYS_ONE_UP
Definition SndItemID.h:728
@ _SE_OBJ_ONPU_BLOCK_HIT
Definition SndItemID.h:1364
@ SE_VOC_LU_BALLOON_HELP
Definition SndItemID.h:1619
@ SE_DEMO_ED_C10_V_TESHITA
Definition SndItemID.h:859
@ SE_OBJ_KK_THUNDER_SEPARATE
Definition SndItemID.h:2729
@ SE_OBJ_TYUKAN_SWING
Definition SndItemID.h:1329
@ SE_VOC_KP_L_LAST_DAMAGE
Definition SndItemID.h:2878
@ SE_VOC_MA_WALL_KICK
Definition SndItemID.h:1535
@ SE_PLY_FOOTNOTE_SAND_MENU
Definition SndItemID.h:2341
@ SE_BOSS_KOOPA_FIRE_DISAPP
Definition SndItemID.h:827
@ SE_VOC_MM3_KISSED_PEACH
Definition SndItemID.h:209
@ SE_VOC_MOR_BRING_IT
Definition SndItemID.h:1915
@ SE_PLY_CS_CHANGE_BIG
Definition SndItemID.h:2332
@ SE_VOC_KMC_DAMAGE_L1
Definition SndItemID.h:1942
@ SE_EMY_CHOROPU_LAND
Definition SndItemID.h:1301
@ SE_OBJ_DOOR_OPEN
Definition SndItemID.h:1382
@ PLAYER_BGM_CONTROL_TRACK
Definition SndItemID.h:3438
@ SE_VOC_CS_RED_KO_APPEAR
Definition SndItemID.h:3210
@ _SE_BOSS_LEMMY_MAGIC_MAKE
Definition SndItemID.h:2030
@ SE_OBJ_CS_HATA
Definition SndItemID.h:2286
@ SE_BOSS_LUDWIG_LAND
Definition SndItemID.h:2988
@ SE_VOC_IGG_HYSTERICAL
Definition SndItemID.h:1878
@ SE_EMY_BUNBUN_BIG_JUMP
Definition SndItemID.h:2940
@ SE_BOSS_MORTON_ESC_LAND
Definition SndItemID.h:2100
@ SE_VOC_CS_CMN_BUN_DAMAGED
Definition SndItemID.h:3170
@ SE_PLY_HPDP_SPECIAL_TWO
Definition SndItemID.h:619
@ SE_VOC_MF2_DAMAGE_EATEN
Definition SndItemID.h:388
@ SE_MG_YS_PANEL_HAKU
Definition SndItemID.h:761
@ SE_SYS_CTRL_3_CONNECTED_TV
Definition SndItemID.h:657
@ WSDSET_SE_VOC_MiiWOMAN3
Definition SndItemID.h:3223
@ SE_VOC_MF2_PJ_SPIN_JUMP_MAME
Definition SndItemID.h:347
@ SE_PLY_3RDJUMP_SS
Definition SndItemID.h:606
@ SE_OBJ_GET_ONPU
Definition SndItemID.h:1133
@ SE_AMB_CS_EARTHQUAKE_LV
Definition SndItemID.h:2814
@ SE_PLY_MOVE_IVY
Definition SndItemID.h:608
@ SE_VOC_LU_CS_DECIDE_JOIN
Definition SndItemID.h:1592
@ SE_VOC_CS_KO_CAPTURED
Definition SndItemID.h:3132
@ SE_EMY_KERONPA_FIRE
Definition SndItemID.h:1219
@ SE_VOC_MF3_CS_COMPLETE_DEMO
Definition SndItemID.h:467
@ SE_VOC_BIGBUN_DAMAGE_L
Definition SndItemID.h:2851
@ GROUP_BGM_SABAKU
Definition SndItemID.h:3454
@ SE_EMY_KG_KILLER_FLY
Definition SndItemID.h:1213
@ SE_VOC_JR_ANGRY
Definition SndItemID.h:1955
@ SE_VOC_KO_CS_COMPLETE_DEMO
Definition SndItemID.h:1712
@ SE_BOSS_KAMECK_MAGIC_MAKE
Definition SndItemID.h:2118
@ SE_PLY_HPDP_SPECIAL_THREE
Definition SndItemID.h:618
@ SE_SYS_RANK_SCORE_COUNT_FINISH
Definition SndItemID.h:689
@ SE_SYS_CE_RESET
Definition SndItemID.h:757
@ SE_VOC_MM2_GOAL_POLE_CATCH
Definition SndItemID.h:112
@ SE_OBJ_RC_LIFTLINE_MOVE
Definition SndItemID.h:1415
@ SE_VOC_WEN_BEAT_YOU
Definition SndItemID.h:1869
@ SE_VOC_WEN_FALL_INTO_MAP
Definition SndItemID.h:1867
@ SE_EMY_BONE_MET_REVIVAL
Definition SndItemID.h:2914
@ SE_AMB_CS_WATERPILLAR_SIGN
Definition SndItemID.h:2799
@ SEQ_BGM_WORDLMAP_V
Definition SndItemID.h:2569
@ SE_VOC_PCH_WAVE
Definition SndItemID.h:1791
@ SE_EMY_CS_ENEMY_BYE
Definition SndItemID.h:2298
@ SE_BOSS_LEMMY_L_BALL_TO_LL
Definition SndItemID.h:2045
@ SE_OBJ_SNAKE_BLOCK
Definition SndItemID.h:1365
@ SE_BOSS_CS_INTO_SHIRO
Definition SndItemID.h:2283
@ SE_VOC_MF4_CS_DECIDE_JOIN
Definition SndItemID.h:482
@ SE_PLY_CS_CHANGE_SMALL
Definition SndItemID.h:2265
@ SE_VOC_MF2_CS_JUMP
Definition SndItemID.h:351
@ SE_BOSS_WENDY_JUMP
Definition SndItemID.h:3012
@ SE_VOC_BUN_RCV_SHAKE
Definition SndItemID.h:2844
@ SEQSET_RP_SE_BOSS_WENDY
Definition SndItemID.h:3320
@ SE_SYS_CE_EMPTY
Definition SndItemID.h:755
@ SE_VOC_YS_LAUGH
Definition SndItemID.h:16
@ SE_VOC_MF2_CS_COURSE_IN_MULTI
Definition SndItemID.h:349
@ SE_BOSS_ROY_MAGIC_MAKE
Definition SndItemID.h:2019
@ __SE_DEMO_ED_C10_KP_FOOTNOTE
Definition SndItemID.h:871
@ SE_OBJ_ITEM_SLOT
Definition SndItemID.h:2532
@ SE_BOSS_KOOPA_L_SHELL_LAND
Definition SndItemID.h:3109
@ SE_SYS_WARNING
Definition SndItemID.h:2375
@ SE_EMY_CS_MOVE_W4_PUKU
Definition SndItemID.h:2302
@ SE_VOC_JR_TALK_KMC2
Definition SndItemID.h:922
@ SE_OBJ_DAIKONBOU_L_MOVE
Definition SndItemID.h:1475
@ SE_EMY_DOWN_SPIN_4
Definition SndItemID.h:1154
@ SE_PLY_CANNON_READY
Definition SndItemID.h:1395
@ SE_VOC_KP_LOSE_BY_FIRE
Definition SndItemID.h:1971
@ BANK_BGM_MORI
Definition SndItemID.h:3401
@ SE_VOC_MF1_CLEAR_BOSS
Definition SndItemID.h:334
@ SE_VOC_MF4_CLEAR_NORMAL
Definition SndItemID.h:526
@ SE_VOC_MF3_TIMEUP
Definition SndItemID.h:446
@ SE_SYS_GOAL_FLAG
Definition SndItemID.h:723
@ STRM_BGM_ALL_CMPLT_5STARS
Definition SndItemID.h:547
@ STRM_BGM_STORY_CREAR
Definition SndItemID.h:546
@ SE_SYS_MID_POINT
Definition SndItemID.h:725
@ SE_VOC_MM1_YOSHI_JUMP
Definition SndItemID.h:39
@ SE_VOC_MM3_CS_DECIDE_JOIN
Definition SndItemID.h:157
@ SE_BOSS_ROY_ESC_JUMP
Definition SndItemID.h:2028
@ SE_VOC_KP_L_TIRED
Definition SndItemID.h:813
@ BANK_SE_MENU
Definition SndItemID.h:3383
@ SE_BOSS_LUDWIG_DOWN_LAND3
Definition SndItemID.h:2111
@ SE_SYS_CB_COURSE_PAGE_IN
Definition SndItemID.h:714
@ SE_BOSS_SANBO_APPEAR1
Definition SndItemID.h:3001
@ SEQSET_SE_PLY_BASE
Definition SndItemID.h:3262
@ SE_PLY_FOOTNOTE_CS_DIRT
Definition SndItemID.h:2235
@ SE_VOC_WEN_SHELL_OUT
Definition SndItemID.h:1856
@ SE_OBJ_BDOOR_MOVE
Definition SndItemID.h:1385
@ SE_VOC_MM4_PJ_JUMP_MAME
Definition SndItemID.h:215
@ SE_EMY_CHOROPU_BOUND
Definition SndItemID.h:1302
@ SE_EMY_CS_CMN_SHA_COURSE_IN
Definition SndItemID.h:3206
@ SE_VOC_KINOPIO_LALA
Definition SndItemID.h:2861
@ SE_VOC_LU_SURPRISED_PEACH
Definition SndItemID.h:3127
@ BANK_BGM_SHIRO
Definition SndItemID.h:3399
@ SE_EMY_BASABASA
Definition SndItemID.h:1259
@ SE_EMY_WOOCHAN_MOGURU_LAST
Definition SndItemID.h:2907
@ SE_SYS_CH_RESULT_SCORE
Definition SndItemID.h:710
@ SEQ_BGM_CHIKA_FAST_V
Definition SndItemID.h:2539
@ SE_VOC_MF3_DAMAGE_FIRE
Definition SndItemID.h:449
@ SE_PLY_SPLASH_GEL
Definition SndItemID.h:1087
@ SE_PLY_FOOTNOTE_CS_PNGN
Definition SndItemID.h:2253
@ SEQSET_SE_THUNDER_copy0
Definition SndItemID.h:3294
@ SE_VOC_KO_DAMAGE_POISON
Definition SndItemID.h:1696
@ SE_VOC_MF3_PJ_JUMP
Definition SndItemID.h:409
@ SE_EMY_KPJR_LAND
Definition SndItemID.h:2388
@ SE_PLY_ICE_SLIP
Definition SndItemID.h:1024
@ SE_VOC_MOR_SHELL_OUT
Definition SndItemID.h:1903
@ SE_SYS_KABE_CHG
Definition SndItemID.h:2537
@ SE_VOC_MM3_STOMPED
Definition SndItemID.h:196
@ SE_SYS_COUNT_CONTINUE
Definition SndItemID.h:650
@ SE_VOC_MF1_WALL_KICK
Definition SndItemID.h:301
@ SE_EMY_SHADOW_FN_L
Definition SndItemID.h:2887
@ SE_OBJ_CS_W9_STAR_TSUUKA
Definition SndItemID.h:3213
@ SE_PLY_SCALE_CLIFF
Definition SndItemID.h:1076
@ SE_VOC_MF3_CS_CHASE_SHIP
Definition SndItemID.h:420
@ BANK_BGM_CHIKA
Definition SndItemID.h:3389
@ SE_EMY_TERESA_STOP
Definition SndItemID.h:1246
@ SE_BOSS_SANBO_APPEAR4
Definition SndItemID.h:2996
@ SE_VOC_JR_AGITATE_KAMECK
Definition SndItemID.h:919
@ SE_SYS_AP_HIT_KIERU
Definition SndItemID.h:2638
@ SE_EMY_KAME_HIT_6
Definition SndItemID.h:1174
@ SE_EMY_MEGA_BROS_EARTHQUAKE
Definition SndItemID.h:1256
@ SE_VOC_MF4_DAMAGE_ELEC
Definition SndItemID.h:517
@ SE_VOC_KO2_CONTINUE
Definition SndItemID.h:1733
@ SE_VOC_MM2_CONTINUE_COURSE
Definition SndItemID.h:98
@ SE_OBJ_GOAL_FIREWORKS_FINISH
Definition SndItemID.h:1331
@ SE_VOC_KO_CANNON_SHOT_S
Definition SndItemID.h:1686
@ SE_EMY_PATAMET_STEP_5
Definition SndItemID.h:1317
@ SE_VOC_ROY_BRING_IT
Definition SndItemID.h:1831
@ SE_VOC_MF2_YOSHI_JUMP
Definition SndItemID.h:364
@ SE_VOC_KP_L_SHOUT_BURNER
Definition SndItemID.h:3119
@ SE_SYS_CURSOR
Definition SndItemID.h:644
@ SE_VOC_CS_W6_BKK_DAMAGED
Definition SndItemID.h:3171
@ SE_OBJ_RADAR_ONPU_3_1
Definition SndItemID.h:1130
@ SE_EMY_BUNBUN_BIG_CRASH
Definition SndItemID.h:2937
@ _SE_VOC_PCH_NOTICE
Definition SndItemID.h:1790
@ SE_VOC_KO_PJ_SPIN_JUMP
Definition SndItemID.h:1654
@ SE_VOC_MA_SURPRISED_PEACH
Definition SndItemID.h:3126
@ SE_OBJ_CS_AMIDA_RAIMBOW_DISAPPEAR
Definition SndItemID.h:3150
@ _SE_VOC_WOG_ATTACK_SIGN
Definition SndItemID.h:916
@ SE_VOC_MM3_SCROLL_OUT
Definition SndItemID.h:188
@ SEQSET_SE_COURSE_copy0
Definition SndItemID.h:3278
@ BANK_SE_VOC_COURSE_KO2
Definition SndItemID.h:3346
@ SE_EMY_MG_KILLER_FLY
Definition SndItemID.h:2908
@ SE_DEMO_OP_C30_KPHAND_MOVE
Definition SndItemID.h:840
@ SE_VOC_KO_CS_FALL_INTO_MAP
Definition SndItemID.h:1658
@ SE_VOC_MM2_CLEAR_LAST_BOSS
Definition SndItemID.h:140
@ SE_VOC_MA_THANK_YOU
Definition SndItemID.h:1577
@ SE_BOSS_JR_BOMB_ROLL
Definition SndItemID.h:2169
@ SE_PLY_HIP_ATTACK_M
Definition SndItemID.h:1050
@ SEQ_BGM_YUKI_FAST_V
Definition SndItemID.h:2563
@ SE_EMY_YOSHI_FUMU_3
Definition SndItemID.h:1162
@ SE_EMY_CS_TERESA_ENCOUNT
Definition SndItemID.h:3147
@ SE_OBJ_RADAR_ONPU_2_1
Definition SndItemID.h:1129
@ SE_VOC_MM1_CLIFF_UP
Definition SndItemID.h:49
@ SE_VOC_CS_KO2_CANNON_SHOT
Definition SndItemID.h:3184
@ SE_MG_IH_KO2_ACTIVE_RC
Definition SndItemID.h:2206
@ SE_OBJ_TRAMPOLINE_JUMP
Definition SndItemID.h:2489
@ SE_AMB_SUII_KAKOU
Definition SndItemID.h:2477
@ SE_BOSS_JR_CANNON_APP
Definition SndItemID.h:2164
@ SE_VOC_KO2_ROPE_FALL
Definition SndItemID.h:1746
@ SE_BOSS_LEMMY_B_BALL_APP
Definition SndItemID.h:2036
@ SE_PLY_FB_FROM_LUIGI
Definition SndItemID.h:2505
@ SE_VOC_MM2_PLAYER_JOIN_MAME
Definition SndItemID.h:83
@ SE_OBJ_ITEM_FROM_KINOPIO
Definition SndItemID.h:1335
@ STRM_BGM_KAZAN_FAST
Definition SndItemID.h:2600
@ SE_SYS_CTRL_3_CONNECTED_RC
Definition SndItemID.h:661
@ SE_PLY_FOOTNOTE_CS_WATER_L
Definition SndItemID.h:2246
@ SE_PLY_DOWN
Definition SndItemID.h:1079
@ SE_EMY_DOWN_SPIN_2
Definition SndItemID.h:1152
@ SE_EMY_FUMU_3
Definition SndItemID.h:1137
@ SE_OBJ_BRIDGE_APP
Definition SndItemID.h:2354
@ SE_VOC_MM3_PRPL_JUMP
Definition SndItemID.h:172
@ SE_PLY_MSSB_FALL
Definition SndItemID.h:2606
@ SE_MG_IH_MF4_ACTIVE_RC
Definition SndItemID.h:536
@ STRM_BGM_OBAKE_FAST
Definition SndItemID.h:2598
@ SEQSET_RP_SE_BOSS_KAMECK
Definition SndItemID.h:3315
@ SE_EMY_CS_CMN_DISAPPEAR
Definition SndItemID.h:977
@ SE_EMY_DOWN_COMBO_6
Definition SndItemID.h:1148
@ SE_BOSS_JR_BLOCK_FALL
Definition SndItemID.h:3049
@ SE_VOC_MF2_CLIFF_DIVE
Definition SndItemID.h:373
@ SE_OBJ_COIN_POP_UP_S_LAST
Definition SndItemID.h:2723
@ SE_VOC_LUD_MAGIC_SHOT
Definition SndItemID.h:2980
@ SE_BOSS_MORTON_LAND_SMALL
Definition SndItemID.h:2992
@ SE_VOC_CS_OP_ROY_REPLY
Definition SndItemID.h:973
@ SE_VOC_KO2_QUAKE
Definition SndItemID.h:1766
@ SE_OBJ_GEN_NEW_COURSE
Definition SndItemID.h:2234
@ WSD_BGM_SELECT_W8
Definition SndItemID.h:537
@ SE_VOC_MM1_GOAL_POLE_CATCH
Definition SndItemID.h:47
@ SE_SYS_CE_DECIDE
Definition SndItemID.h:746
@ SE_PLY_FOOTNOTE_HASHIGO_FE_L_
Definition SndItemID.h:1018
@ SE_VOC_IGG_NOTICE1
Definition SndItemID.h:1889
@ SE_MG_CMN_FANFARE_GREAT
Definition SndItemID.h:2197
@ SE_EMY_SHADOW_JITABATA
Definition SndItemID.h:2892
@ SE_MG_CMN_ITEM_SHOT
Definition SndItemID.h:2646
@ SE_EMY_LIFT_LINE_MOVE
Definition SndItemID.h:1324
@ SE_PLY_KOURA_QUAT
Definition SndItemID.h:2482
@ SE_PLY_FOOTNOTE_CS_SAND_L
Definition SndItemID.h:2242
@ SE_DEMO_ED_C30_FIREWORKS
Definition SndItemID.h:882
@ SE_VOC_JR_RECORVER
Definition SndItemID.h:3087
@ SE_PLY_CRASH_KOOPA
Definition SndItemID.h:3108
@ SE_BOSS_JR_CROWN_LAND
Definition SndItemID.h:3097
@ SE_BOSS_JR_BOMB_BURST
Definition SndItemID.h:938
@ SE_EMY_ICE_BROS_ICE
Definition SndItemID.h:1253
@ SE_VOC_MM1_ROPE_CATCH
Definition SndItemID.h:44
@ SE_VOC_MA_SPIN_JUMP
Definition SndItemID.h:2526
@ SE_PLY_HIT_BLOCK
Definition SndItemID.h:1360
@ SE_VOC_MF4_STOMPED
Definition SndItemID.h:521
@ SE_SYS_CH_RESULT_GET_BRONZE
Definition SndItemID.h:2698
@ SE_MG_IH_MF1_ACTIVE_RC
Definition SndItemID.h:341
@ SE_AMB_WATER_TORNADO
Definition SndItemID.h:2427
@ _SE_VOC_WOG_APPEAR
Definition SndItemID.h:915
@ SE_PLY_CS_CMN_MA_ITEM_SHIMAU
Definition SndItemID.h:3176
@ PLAYER_SE_GAKKI
Definition SndItemID.h:3432
@ BANK_SE_SYS_BASE
Definition SndItemID.h:3332
@ SE_OBJ_GOAL_GET_COIN_BONUS
Definition SndItemID.h:781
@ SE_VOC_MF3_SAVE_PRINCESS
Definition SndItemID.h:466
@ SE_SYS_PJ_PLAYER_TURN
Definition SndItemID.h:668
@ WSDSET_BGM_FANFARE
Definition SndItemID.h:3227
@ SE_EMY_LIFT_LINE_HPDP_BODY
Definition SndItemID.h:1327
@ SE_BOSS_JR_CLOWN_PUNCH
Definition SndItemID.h:3041
@ SE_VOC_LUD_BEAT_YOU
Definition SndItemID.h:1937
@ SEQ_BGM_BONUS_V
Definition SndItemID.h:2566
@ SE_VOC_LEM_FALL_INTO_MAP
Definition SndItemID.h:1849
@ SE_EMY_DOWN_NO_SCORE
Definition SndItemID.h:1183
@ PLAYER_SE_BOSS
Definition SndItemID.h:3425
@ SE_EMY_WAKABA_APP
Definition SndItemID.h:2407
@ SE_VOC_MM2_JUMP_2ND
Definition SndItemID.h:102
@ SE_EMY_DOWN_COMBO_1
Definition SndItemID.h:1143
@ WSDSET_SE_VOC_MiiMAN3
Definition SndItemID.h:3219
@ SE_SYS_AP_PUT_COIN_BLOCK
Definition SndItemID.h:2635
@ SE_BOSS_LEMMY_BALL_HIT_WALL
Definition SndItemID.h:2034
@ SE_BOSS_SHIP_PRPL
Definition SndItemID.h:2173
@ SE_SYS_FEVER_STEP7
Definition SndItemID.h:2671
@ SE_VOC_LU_JUMP_2ND
Definition SndItemID.h:1603
@ __SE_SYS_CE_BTN_OVER_OFF
Definition SndItemID.h:2629
@ SE_EMY_KURIBO_L_DAMAGE_02
Definition SndItemID.h:1277
@ SE_VOC_MM3_CS_NOTICE_JR
Definition SndItemID.h:161
@ SE_VOC_MM1_BALLOON_HELP
Definition SndItemID.h:53
@ SE_VOC_KO2_PNGN_SLIDE
Definition SndItemID.h:1744
@ SE_VOC_MF4_CLEAR_ANOTHER
Definition SndItemID.h:527
@ SE_VOC_KO2_PLAYER_JOIN
Definition SndItemID.h:1717
@ SE_OBJ_BACK_FORCE_LIFT_TURN_RED
Definition SndItemID.h:2778
@ SE_BOSS_MORTON_MAGIC_MAKE_SLOW
Definition SndItemID.h:2990
@ SE_SYS_GREEN_COIN_TIMER1
Definition SndItemID.h:2642
@ SE_OBJ_CS_PRPL_KP_DEMO_CASTLE3
Definition SndItemID.h:2813
@ SE_BOSS_KOOPAHAND_APPEAR
Definition SndItemID.h:3050
@ SE_VOC_MF4_CS_JUMP
Definition SndItemID.h:481
@ SE_OBJ_CS_CMN_FLAG_STAND
Definition SndItemID.h:3160
@ SE_VOC_MM3_ROPE_RELEASE
Definition SndItemID.h:176
@ PLAYER_SE_SYS_GAME_PAUSE
Definition SndItemID.h:3417
@ SE_VOC_BUN_DEMO_APPEAR
Definition SndItemID.h:794
@ SEQSET_RP_SE_BOSS_LARRY
Definition SndItemID.h:3321
@ SE_SYS_GAME_START
Definition SndItemID.h:643
@ SE_BOSS_KOOPA_AUX_FALL
Definition SndItemID.h:3080
@ SE_SYS_CB_RESULT_COIN_FINISH
Definition SndItemID.h:2677
@ SE_OBJ_ICICLE_BREAK
Definition SndItemID.h:1459
@ SE_VOC_LU_CS_JUMP
Definition SndItemID.h:1591
@ SE_EMY_FUWA_FUMU_L
Definition SndItemID.h:2509
@ SE_OBJ_PNGN_ICE_SLIDE_V
Definition SndItemID.h:1356
@ SE_VOC_MM4_TIMEUP
Definition SndItemID.h:251
@ SE_OBJ_WARP_CANNON_TURN
Definition SndItemID.h:1399
@ SE_EMY_BUNBUN_FOOT_R
Definition SndItemID.h:821
@ SE_BOSS_JR_CROWN_DOWNATTACK
Definition SndItemID.h:3101
@ SE_VOC_KO_CLIFF_DIVE
Definition SndItemID.h:1683
@ SE_BOSS_LEMMY_ESC_LAND
Definition SndItemID.h:2051
@ SE_VOC_MM3_CANNON_SHOT_S
Definition SndItemID.h:181
@ SE_OBJ_BROOM_SHUTTER_CLOSE
Definition SndItemID.h:1490
@ SE_OBJ_CS_DARK_FLAG_HIKKOMU
Definition SndItemID.h:3161
@ SE_PLY_FOOTNOTE_CS_ROCK_CLIMB_L
Definition SndItemID.h:2240
@ SE_OBJ_TSUTA_APPEAR
Definition SndItemID.h:784
@ SE_SYS_DIALOGUE_IN
Definition SndItemID.h:662
@ SEQ_BGM_CHIJOU_FAST_V
Definition SndItemID.h:2559
@ SE_OBJ_BOARD_OFF
Definition SndItemID.h:2356
@ SE_VOC_ROY_SHOVED
Definition SndItemID.h:1833
@ SE_VOC_MF1_ROPE_FALL
Definition SndItemID.h:305
@ _SE_VOC_KMC_WAKE_UP
Definition SndItemID.h:920
@ SE_VOC_MA_CS_ENCOUNT
Definition SndItemID.h:1521
@ SE_SYS_CB_RESULT
Definition SndItemID.h:704
@ SE_VOC_LAR_ESC_JUMP
Definition SndItemID.h:1807
@ SEQSET_SE_PLY_COURSE
Definition SndItemID.h:3263
@ SE_BOSS_LEMMY_RAMP_LAND
Definition SndItemID.h:2046
@ SE_VOC_KO_CLEAR_MULTI
Definition SndItemID.h:1708
@ SE_VOC_MM4_HIP_ATTACKED
Definition SndItemID.h:262
@ STRM_BGM_LAST_BOSS_FAST
Definition SndItemID.h:577
@ SE_VOC_MF4_PLAYER_JOIN
Definition SndItemID.h:472
@ SE_PLY_CS_CHANGE_P_MSSB
Definition SndItemID.h:2798
@ SE_BOSS_LEMMY_DOWN_LAND1
Definition SndItemID.h:2047
@ SE_BOSS_MORTON_GROUND_ACTIVE
Definition SndItemID.h:2102
@ SE_EMY_FUGUMANNEN_SPLASH
Definition SndItemID.h:1240
@ SEQSET_RP_SE_SYS_CS
Definition SndItemID.h:3303
@ SE_EMY_HUHU_DOWN
Definition SndItemID.h:1309
@ SE_VOC_ROY_LOSE_S2
Definition SndItemID.h:1824
@ SE_BOSS_JR_FIRE_DISAPP
Definition SndItemID.h:2155
@ SE_MG_IH_MM3_ACTIVE_TV
Definition SndItemID.h:210
@ SE_BOSS_WENDY_LAND
Definition SndItemID.h:3011
@ SE_VOC_WEN_POSE
Definition SndItemID.h:913
@ SE_SYS_100COIN_ONE_UP_RC
Definition SndItemID.h:737
@ BANK_SE_ENEMY_03
Definition SndItemID.h:3369
@ SE_BOSS_LARRY_DOWN_LAND1
Definition SndItemID.h:2013
@ SE_OBJ_RC_LIFTABACUS_MOVE
Definition SndItemID.h:1413
@ SEQ_BGM_SHIRO_V
Definition SndItemID.h:2544
@ SE_VOC_ITEM_KO_CRY
Definition SndItemID.h:1783
@ SE_VOC_MF2_PJ_SPIN_JUMP
Definition SndItemID.h:346
@ SE_VOC_MM1_DAMAGE_POISON
Definition SndItemID.h:61
@ SEQSET_SE_MIYAGAWA
Definition SndItemID.h:3328
@ STRM_BGM_TORIDEBOSS_CREAR
Definition SndItemID.h:590
@ SE_OBJ_POLTERGEIST_CRASH
Definition SndItemID.h:1479
@ SE_SYS_CS_MIIVERSE_BALLOON_OFF
Definition SndItemID.h:2713
@ SE_BOSS_JR_BLOCK_APPEAR
Definition SndItemID.h:3037
@ SE_BOSS_KAMECK_BLOCK_MUTATE
Definition SndItemID.h:2123
@ SE_OBJ_DAIKONBOU_M_MOVE
Definition SndItemID.h:1465
@ SE_VOC_MA_ROPE_FALL
Definition SndItemID.h:1539
@ SE_EMY_BUNBUN_W5_BECOME_BIG
Definition SndItemID.h:2918
@ SE_BOSS_KOOPA_L_FIRE_CONTINUE
Definition SndItemID.h:3115
@ SE_MG_CMN_WIN_CLOSE
Definition SndItemID.h:2194
@ SE_SYS_LIFE_TO_SCORE
Definition SndItemID.h:678
@ SE_MG_IH_NICE
Definition SndItemID.h:2229
@ SE_VOC_LU_CLIFF_DOWN
Definition SndItemID.h:1616
@ SEQSET_RP_SE_BOSS_KOOPA_JR
Definition SndItemID.h:3322
@ SE_EMY_BUNBUN_FALL_ICE
Definition SndItemID.h:2929
@ GROUP_BGM_MINIGAME
Definition SndItemID.h:3464
@ SE_VOC_JR_CS_JUMP
Definition SndItemID.h:1966
@ SE_VOC_MM2_CS_SHOVED
Definition SndItemID.h:94
@ SE_BOSS_KOOPA_L_LAND_LAVA
Definition SndItemID.h:2177
@ SE_PLY_HPDP_SPLASH
Definition SndItemID.h:1102
@ SE_OBJ_RC_LIGHTBOAT_CREAK
Definition SndItemID.h:1411
@ SE_OBJ_NUT_REVERT
Definition SndItemID.h:1487
@ SE_VOC_LU_CS_CHASE_SHIP
Definition SndItemID.h:1595
@ SE_VOC_MF1_DAMAGE_ELEC
Definition SndItemID.h:322
@ SE_PLY_LAND_CARPET
Definition SndItemID.h:1045
@ SE_PLY_WALK_METAL
Definition SndItemID.h:635
@ SE_VOC_LEM_NOTICE2
Definition SndItemID.h:1845
@ SE_BOSS_LEMMY_BIGBOMB_MAGIC_SHOT
Definition SndItemID.h:2971
@ SE_VOC_BIGBUN_LOSE
Definition SndItemID.h:2854
@ SE_EMY_HUHU_EXTINCT
Definition SndItemID.h:1310
@ SE_BOSS_IGGY_DOWN_LAND2
Definition SndItemID.h:2084
@ SE_OBJ_CS_K_CASTLE_RUMBLE
Definition SndItemID.h:2318
@ SE_BOSS_JR_BOMB_SIGN
Definition SndItemID.h:2170
@ SE_PLY_YOSHI_TONGUE_HIT
Definition SndItemID.h:1108
@ SE_OBJ_NO_DAMAGE_BOUND
Definition SndItemID.h:790
@ SE_VOC_JR_GO
Definition SndItemID.h:1953
@ SE_VOC_LU_GOAL_POLE_CATCH
Definition SndItemID.h:1613
@ BANK_SE_PLY_COURSE
Definition SndItemID.h:3339
@ SE_OBJ_WARP_CANNON_SHINE
Definition SndItemID.h:1402
@ SE_VOC_KO2_JUMP_2ND
Definition SndItemID.h:1738
@ SE_PLY_FOOTNOTE_PNGN
Definition SndItemID.h:1019
@ SE_VOC_MM4_CS_ENCOUNT
Definition SndItemID.h:223
@ WSDSET_SE_PLY
Definition SndItemID.h:3242
@ SE_MG_CM_PANEL_OK_CNT
Definition SndItemID.h:2655
@ SE_VOC_MM1_CS_ENCOUNT
Definition SndItemID.h:28
@ PLAYER_BGM_COURSE_DRC
Definition SndItemID.h:3439
@ SE_VOC_ROY_CS_JUMP
Definition SndItemID.h:1834
@ SE_OBJ_BLOCK_HELP_APPEAL
Definition SndItemID.h:1362
@ SE_VOC_MM1_ITEM_COMPLETE
Definition SndItemID.h:70
@ SE_VOC_MA_PJ_JUMP_MAME
Definition SndItemID.h:1509
@ SE_VOC_MM4_DAMAGE_ELEC
Definition SndItemID.h:257
@ SE_VOC_KP_L_DAMAGE_FIRST
Definition SndItemID.h:3121
@ SE_EMY_CHOROBON_L_ROLL
Definition SndItemID.h:1304
@ SE_OBJ_WARP_CANNON_SIGHT
Definition SndItemID.h:1400
@ SE_VOC_IGG_SHOVED
Definition SndItemID.h:1898
@ SE_MG_IH_ALL_PANEL_OPEN_FIN
Definition SndItemID.h:2216
@ SE_BOSS_IGGY_ESC_LAND
Definition SndItemID.h:2086
@ SE_VOC_MM2_CS_FALL_INTO_MAP
Definition SndItemID.h:88
@ WSDSET_SE_PLY_YOSHI
Definition SndItemID.h:3216
@ SE_VOC_LU_HELP_START
Definition SndItemID.h:1649
@ SE_PLY_HPDP_SPECIAL_FOUR_
Definition SndItemID.h:1099
@ GROUP_BGM_TORIDE_BOSS
Definition SndItemID.h:3462
@ SE_PLY_FOOTNOTE_F
Definition SndItemID.h:2493
@ STRM_BGM_COIN_WIN
Definition SndItemID.h:563
@ SE_PLY_CLASH
Definition SndItemID.h:2487
@ SE_EMY_MECHAKOOPA_RESTART_F
Definition SndItemID.h:1287
@ SE_GAKKI_U_1_ON
Definition SndItemID.h:978
@ SE_BOSS_IGGY_MAGIC_DISAPPEAR
Definition SndItemID.h:3071
@ SE_VOC_MM4_CLIFF_DIVE
Definition SndItemID.h:243
@ SE_BOSS_CMN_STOMPED
Definition SndItemID.h:1997
@ SE_EMY_YOSHI_HPDP
Definition SndItemID.h:1167
@ SE_PLY_YOSHI_FJUMP
Definition SndItemID.h:1111
@ SE_BOSS_CMN_SMART_SHELL_CRASH
Definition SndItemID.h:1995
@ SE_VOC_MA_SAVE_PRINCESS
Definition SndItemID.h:1571
@ SE_VOC_WEN_LOSE_S1
Definition SndItemID.h:1859
@ SE_AMB_SUII_JYOSHO
Definition SndItemID.h:2476
@ SE_VOC_LU_CS_COMPLETE_DEMO
Definition SndItemID.h:1644
@ BANK_SE_VOC_COURSE_MA
Definition SndItemID.h:3343
@ SE_PLY_BREAK_FREE
Definition SndItemID.h:1096
@ SE_VOC_LU_CANNON_SHOT_S
Definition SndItemID.h:1617
@ SE_PLY_SLIP_SAND
Definition SndItemID.h:1027
@ SE_BOSS_KAMECK_FLY_START
Definition SndItemID.h:2126
@ SE_VOC_MF1_CS_NOTICE_JR
Definition SndItemID.h:291
@ SE_EMY_FUMU_5
Definition SndItemID.h:1139
@ SE_OBJ_LIFT_LIMIT_3
Definition SndItemID.h:1426
@ SE_VOC_KO2_ROPE_CATCH
Definition SndItemID.h:1745
@ SE_AMB_MAGMA_SURFACE_DOWN
Definition SndItemID.h:3070
@ SE_BOSS_IGGY_MAGIC_MAKE_FAST
Definition SndItemID.h:2073
@ SE_VOC_MF1_QUAKE
Definition SndItemID.h:325
@ SE_VOC_MM4_PRPL_JUMP
Definition SndItemID.h:237
@ SE_BOSS_CS_W1_KMC_FLYING
Definition SndItemID.h:3159
@ GROUP_BGM_YUKI
Definition SndItemID.h:3455
@ SE_AMB_THUNDER_CLOUD
Definition SndItemID.h:2829
@ SE_DEMO_OP_C70_V_AWAKE
Definition SndItemID.h:855
@ SE_VOC_KO2_CS_SHOVED
Definition SndItemID.h:1730
@ SE_OBJ_LIFT_LIMIT_0
Definition SndItemID.h:1423
@ SE_VOC_LU_DAMAGE_FREEZE
Definition SndItemID.h:1626
@ SE_OBJ_KAKIKAE_LONG_B_DISAPP
Definition SndItemID.h:2768
@ SE_VOC_WEN_ESC_JUMP
Definition SndItemID.h:1866
@ SE_GAKKI_R_2_OFF
Definition SndItemID.h:983
@ SE_BOSS_CS_LAND_SHIRO
Definition SndItemID.h:2282
@ SE_EMY_KABO_HIBI
Definition SndItemID.h:2433
@ SE_PLY_YOSHI_EGG_APPEAR
Definition SndItemID.h:1340
@ SE_VOC_MOR_DAMAGE_L
Definition SndItemID.h:1906
@ SE_VOC_MF1_PNGN_SLIDE
Definition SndItemID.h:303
@ SE_OBJ_CS_PROPELLER_KOOPA
Definition SndItemID.h:2809
@ SE_SYS_BTN_OVER
Definition SndItemID.h:699
@ SE_VOC_CS_W7_KMC_MISS
Definition SndItemID.h:3173
@ SE_BOSS_CMN_SMART_LAND
Definition SndItemID.h:1986
@ SE_PLY_FOOTNOTE_CS_HASHIGO_NAWA_L
Definition SndItemID.h:2258
@ SE_EMY_CS_TERESA_BEAT_YOU
Definition SndItemID.h:2331
@ SE_OBJ_EMY_FIRE_SPLASH
Definition SndItemID.h:1350
@ SE_EMY_BUNBUN_LAND_WATER
Definition SndItemID.h:2919
@ SE_PLY_FOOTNOTE_CARPET
Definition SndItemID.h:1011
@ SE_AMB_YOUGAN
Definition SndItemID.h:2362
@ GROUP_BGM_STAFF_CREDIT
Definition SndItemID.h:3471
@ SE_EMY_BUNBUN_FUKKATSU
Definition SndItemID.h:823
@ SE_OBJ_FIRE_CANNON_BLAZE
Definition SndItemID.h:1488
@ SE_VOC_KINOPIO_HITREACTION
Definition SndItemID.h:2857
@ SE_VOC_MM4_TIMEUP_MULTI
Definition SndItemID.h:252
@ SE_VOC_MF1_DAMAGE_FIRE
Definition SndItemID.h:319
@ SE_VOC_LUD_SHELL_OUT
Definition SndItemID.h:1924
@ SE_PLY_SWIM
Definition SndItemID.h:1081
@ SE_VOC_LU_CS_COURSE_IN_MULTI
Definition SndItemID.h:1588
@ SE_VOC_BKK_LOSE
Definition SndItemID.h:2869
@ SE_PLY_LAND_WATER
Definition SndItemID.h:1041
@ SE_EMY_BUNBUN_BIG_LAND
Definition SndItemID.h:2932
@ SE_DEMO_OP_C62_TREE_BOUND
Definition SndItemID.h:850
@ SE_BOSS_SANBO_APPEAR5
Definition SndItemID.h:2997
@ SE_VOC_CS_DARK_PCH_SURPRISE
Definition SndItemID.h:943
@ SE_EMY_KILLER_SHOT
Definition SndItemID.h:2913
@ SE_VOC_MF3_DAMAGE_ELEC
Definition SndItemID.h:452
@ SE_VOC_MA_CS_CHASE_SHIP
Definition SndItemID.h:1523
@ SE_EMY_HONE
Definition SndItemID.h:2466
@ SE_SYS_RANK_COIN_TO_SCORE
Definition SndItemID.h:686
@ SE_OBJ_CS_DARK_CLOUD_BECOME_BIG
Definition SndItemID.h:3198
@ SE_VOC_CS_SHIP_B_JR_DISAPPEAR
Definition SndItemID.h:3168
@ SE_VOC_SHA_TSUKAMARU
Definition SndItemID.h:816
@ SE_VOC_MF3_JUMP_2ND
Definition SndItemID.h:427
@ RP_BANK_SE_COURSESELECT
Definition SndItemID.h:3414
@ SE_VOC_MF3_TIMEUP_MULTI
Definition SndItemID.h:447
@ SE_PLY_SPLASH
Definition SndItemID.h:1091
@ SE_SYS_CONTINUE_DONE
Definition SndItemID.h:651
@ SE_VOC_JR_RETRY
Definition SndItemID.h:1961
@ SE_VOC_KO_YOSHI_JUMP
Definition SndItemID.h:1674
@ SE_BOSS_WOOGAN_FIRED_NO_DAMAGE
Definition SndItemID.h:3075
@ SE_EMY_HUHU_BREATH_IN
Definition SndItemID.h:1312
@ SE_EMY_CS_W1_BUN_FOOT
Definition SndItemID.h:3158
@ SE_VOC_CS_SHIP_MA_SURPRISE
Definition SndItemID.h:962
@ SEQSET_SE_ENEMY_BASE_copy0
Definition SndItemID.h:3283
@ SE_PLY_FOOTNOTE_HASHIGO_NAWA_L
Definition SndItemID.h:1016
@ SE_SYS_THREE_UP
Definition SndItemID.h:729
@ WSDSET_SE_VOC_MiiMAN1
Definition SndItemID.h:3217
@ SE_EMY_MAME_STEP
Definition SndItemID.h:1115
@ SE_BOSS_JR_CLOWN_PUNCH_REVERSE_FAST
Definition SndItemID.h:3044
@ SE_VOC_LU_WDOKAN_SHOT
Definition SndItemID.h:2528
@ SE_OBJ_DAIKONBOU_M_REVERT_F
Definition SndItemID.h:1468
@ SE_VOC_MM4_CS_JUMP
Definition SndItemID.h:221
@ SE_VOC_JR_CANNON_APP
Definition SndItemID.h:1963
@ SE_VOC_KO_CS_NOTICE_JR
Definition SndItemID.h:1666
@ SE_OBJ_CS_KINOHOUSE_DISAPP
Definition SndItemID.h:2288
@ SE_VOC_MF1_HUKKATSU
Definition SndItemID.h:314
@ SEQSET_SE_YOKOYAMA
Definition SndItemID.h:3329
@ SE_VOC_LU_GAME_OVER
Definition SndItemID.h:1597
@ SE_OBJ_BLOCK_POP_UP
Definition SndItemID.h:2724
@ SE_VOC_MA_ITEM_COMPLETE
Definition SndItemID.h:1564
@ SE_AMB_BROOM_W7
Definition SndItemID.h:2837
@ SE_PLY_CLIMB_KUSARI
Definition SndItemID.h:610
@ SE_VOC_MF1_CLEAR_LAST_BOSS
Definition SndItemID.h:335
@ SE_EMY_IGAKURIBO_CLOSE
Definition SndItemID.h:1261
@ SE_DEMO_ED_C10_KP_JUMP2
Definition SndItemID.h:875
@ SE_PLY_JUMP
Definition SndItemID.h:620
@ SE_OBJ_CS_DOOR_OPEN_PEACH
Definition SndItemID.h:2277
@ SE_BOSS_MORTON_GROUND_SHAKE
Definition SndItemID.h:2093
@ SE_PLY_CS_ENEMY_CONTACT
Definition SndItemID.h:2295
@ WSDSET_SE_VOC_MiiMAN2
Definition SndItemID.h:3218
@ SE_PLY_CLIMB_ROPE
Definition SndItemID.h:1067
@ SE_PLY_SWIM_KICK_PENGUIN
Definition SndItemID.h:1083
@ SE_DEMO_ED_C10_LAND3_JR
Definition SndItemID.h:865
@ SE_EMY_SHADOW_LAND
Definition SndItemID.h:2889
@ SE_OBJ_GET_RED_COIN_4
Definition SndItemID.h:776
@ SE_OBJ_CS_W9_NEW_COURSE_OPEN
Definition SndItemID.h:3139
@ SE_VOC_WOG_ATTACK
Definition SndItemID.h:3064
@ SE_VOC_MF3_PNGN_SLIDE
Definition SndItemID.h:433
@ SE_OBJ_CS_LUD_PROPELLER
Definition SndItemID.h:2808
@ SE_PLY_YOSHI_EGG_BREAK
Definition SndItemID.h:1342
@ SE_VOC_MF3_JUMP_3RD
Definition SndItemID.h:428
@ SEQ_BGM_ATHLETIC_FAST_V
Definition SndItemID.h:2561
@ SE_OBJ_LIFT_LIMIT_4
Definition SndItemID.h:1427
@ SE_BOSS_CMN_STOMPED_LAST1
Definition SndItemID.h:1998
@ SE_VOC_MM4_CLEAR_ANOTHER
Definition SndItemID.h:267
@ SE_SYS_KINO_GIVE_ITEM
Definition SndItemID.h:2658
@ SE_VOC_MF4_CS_COURSE_IN_MULTI
Definition SndItemID.h:479
@ SE_BOSS_CMN_JUMP_L
Definition SndItemID.h:1985
@ SE_SYS_BTN_GAME_START
Definition SndItemID.h:701
@ SE_SYS_CTRL_1_CONNECTED_RC
Definition SndItemID.h:659
@ SE_DEMO_ED_C30_CROWN_PRPL
Definition SndItemID.h:2952
@ SE_PLY_FB_FROM_MARIO
Definition SndItemID.h:2506
@ SE_MG_CM_CANNON_MOVE
Definition SndItemID.h:2653
@ SE_BOSS_KOOPA_L_FOOT
Definition SndItemID.h:2174
@ SE_VOC_MF2_SCROLL_OUT
Definition SndItemID.h:383
@ SE_OBJ_BDOOR_OPEN
Definition SndItemID.h:1384
@ SE_OBJ_FLOAT_BOX_JUMP_FROM_WATER
Definition SndItemID.h:2784
@ STRM_BGM_DEMO_OP
Definition SndItemID.h:570
@ SE_SYS_ROUTE_OK
Definition SndItemID.h:742
@ SE_PLY_CANNON_BACK_SHOT
Definition SndItemID.h:1397
@ SE_VOC_CS_CMN_SHA_WALKING_LV
Definition SndItemID.h:3211
@ SE_SYS_CS_NEW_ITEM_WINDOW_ADD_ITEM
Definition SndItemID.h:2715
@ SE_BOSS_MORTON_DOWN_LAND1
Definition SndItemID.h:2097
@ SE_BOSS_KOOPA_FIRE_BREATH
Definition SndItemID.h:2893
@ SE_OBJ_SWITCH_APP
Definition SndItemID.h:1378
@ SE_VOC_MA_TIMEUP_MULTI
Definition SndItemID.h:1551
@ SE_SYS_ZOOM_OUT
Definition SndItemID.h:2364
@ SE_BOSS_KOOPA_FLOOR_BREAK
Definition SndItemID.h:3077
@ SE_BOSS_KAMECK_BLOCK_APPEAR
Definition SndItemID.h:2963
@ BANK_SE_VOC_COURSE_LU
Definition SndItemID.h:3344
@ SE_VOC_BIGBUN_DOWN_JUMP
Definition SndItemID.h:2849
@ SE_VOC_CS_W8_PCH_HELP
Definition SndItemID.h:3153
@ SE_VOC_MF1_CLIFF_DOWN
Definition SndItemID.h:310
@ SE_EMY_MAP_KPJR_JUMP
Definition SndItemID.h:2347
@ SE_VOC_MF1_GOAL_POLE_CATCH
Definition SndItemID.h:307
@ SE_VOC_JR_AGITATE
Definition SndItemID.h:3018
@ SE_VOC_MA_CONTINUE
Definition SndItemID.h:1526
@ BANK_SE_VOC_MARIO_BASE
Definition SndItemID.h:3379
@ SE_VOC_KP_DAMAGE_SECOND
Definition SndItemID.h:918
@ SEQSET_SE_DEMO_ED
Definition SndItemID.h:3314
@ SE_VOC_BIGBUN_DAMAGE_S
Definition SndItemID.h:2850
@ SE_EMY_BUNBUN_BIG_FOOT_L
Definition SndItemID.h:2933
@ SE_SYS_SCORE_COUNT_FINISH
Definition SndItemID.h:693
@ SE_OBJ_CMN_SPLASH_POISON
Definition SndItemID.h:1372
@ SE_BOSS_CMN_SHELL_IN
Definition SndItemID.h:1989
@ SE_BOSS_CMN_DAMAGE_FIRE_LAST
Definition SndItemID.h:2002
@ SE_SYS_CE_SEL_COIN
Definition SndItemID.h:2630
@ SE_VOC_MA_CS_COURSE_IN_HARD
Definition SndItemID.h:1517
@ SE_VOC_JR_BOUND
Definition SndItemID.h:1962
@ SE_VOC_MF1_CS_SHOVED
Definition SndItemID.h:289
@ SE_EMY_BASABASA_SING
Definition SndItemID.h:1258
@ SE_SYS_STAR_FINISH
Definition SndItemID.h:731
@ SE_VOC_MM4_QUAKE
Definition SndItemID.h:260
@ SE_BOSS_CMN_FAT_SHELL_ROLL
Definition SndItemID.h:1994
@ SE_VOC_JR_TALK_KMC3
Definition SndItemID.h:923
@ SE_VOC_WEN_MAGIC_SHOT
Definition SndItemID.h:3004
@ SE_EMY_IGAKURIBO_BURN
Definition SndItemID.h:1262
@ SE_SYS_CAMERA_MOVE
Definition SndItemID.h:2373
@ SE_EMY_CROW_CAW
Definition SndItemID.h:1257
@ SE_VOC_MM3_DAMAGE_FREEZE
Definition SndItemID.h:190
@ SE_OBJ_CS_KINOPIO_HERE
Definition SndItemID.h:2324
@ SE_VOC_LUD_CHARGE
Definition SndItemID.h:911
@ SE_SYS_MAP_VIEW_ZOOM_OUT_LV
Definition SndItemID.h:2706
@ SE_VOC_MM4_CLEAR_LAST_BOSS
Definition SndItemID.h:270
@ SE_EMY_BAKU_SUCK
Definition SndItemID.h:1235
@ SE_EMY_STEP_BIG_KALON
Definition SndItemID.h:1234
@ SE_PLY_FOOTNOTE_CS_HASHIGO_FE
Definition SndItemID.h:2259
@ SE_BOSS_CMN_DAMAGE_LAST
Definition SndItemID.h:2006
@ SE_BOSS_IGGY_DOWN_LAND1
Definition SndItemID.h:2083
@ SE_AMB_BROOM_W2
Definition SndItemID.h:2832
@ SE_OBJ_KP_HAND_ATTACKSIGN
Definition SndItemID.h:829
@ SE_BOSS_KOOPA_L_FIRE_SHOT
Definition SndItemID.h:826
@ SE_EMY_MECHAKOOPA_BOUND
Definition SndItemID.h:1285
@ STRM_BGM_GAMEOVER
Definition SndItemID.h:558
@ SE_VOC_MM4_PJ_JUMP
Definition SndItemID.h:214
@ SE_VOC_LU_SAVE_PRINCESS
Definition SndItemID.h:1643
@ SE_VOC_KP_L_STAMPSIGN
Definition SndItemID.h:2876
@ SE_BOSS_ROY_DOWN_LAND3
Definition SndItemID.h:2025
@ SE_BOSS_KOOPA_L_FOOT_LAVA
Definition SndItemID.h:2175
@ SE_BOSS_IGGY_RAMP_SPANK
Definition SndItemID.h:2082
@ GROUP_BGM_KAZAN
Definition SndItemID.h:3456
@ SE_OBJ_LIFT_GURAYUKA_DOWN
Definition SndItemID.h:1439
@ SE_OBJ_CS_CMN_APPEAR
Definition SndItemID.h:3212
@ BANK_SE_VOC_LARRY
Definition SndItemID.h:3350
@ SE_OBJ_RADAR_ONPU_3
Definition SndItemID.h:1125
@ SE_EMY_KAME_HIT_3
Definition SndItemID.h:1171
@ SE_VOC_LEM_LAND
Definition SndItemID.h:1838
@ SE_GAKKI_D_2_ON
Definition SndItemID.h:985
@ SE_AMB_MAGMA_RISE
Definition SndItemID.h:2827
@ SE_OBJ_PUFF_MUSH_4
Definition SndItemID.h:2451
@ SE_VOC_MF3_GET_STAR
Definition SndItemID.h:459
@ SE_VOC_LU_STOMPED
Definition SndItemID.h:1632
@ SE_VOC_MF4_CS_SHOVED
Definition SndItemID.h:484
@ BANK_SE_PLY_BASE
Definition SndItemID.h:3333
@ SE_OBJ_GET_RED_COIN_2
Definition SndItemID.h:774
@ SE_VOC_CS_W7_KMC_COURSE_IN
Definition SndItemID.h:3172
@ SE_BOSS_LEMMY_ESC_JUMP
Definition SndItemID.h:2052
@ SE_BOSS_ROY_DOKAN_IN2
Definition SndItemID.h:2022
@ BANK_SE_VS
Definition SndItemID.h:3376
@ SE_DEMO_ED_C10_JUMP3_JR
Definition SndItemID.h:862
@ SE_OBJ_MANHOLE_LAND
Definition SndItemID.h:2442
@ SE_OBJ_CS_P_SHIRO_FLAG_STAND
Definition SndItemID.h:3188
@ SE_EMY_KAME_HIT_2
Definition SndItemID.h:1170
@ SE_VOC_BUN_LOSE
Definition SndItemID.h:2846
@ SE_EMY_BOOMERANG_BROS_BOOMERANG
Definition SndItemID.h:1254
@ SE_SYS_STAR_FINISH_FEVER
Definition SndItemID.h:2663
@ RP_BANK_SE_EMY
Definition SndItemID.h:3411
@ SE_BOSS_KOOPA_JR_APPEAR
Definition SndItemID.h:3081
@ SE_GAKKI_L_2_ON
Definition SndItemID.h:987
@ SE_EMY_CS_MOVE_W6_KILLER
Definition SndItemID.h:2304
@ SE_OBJ_SPIN_LIFT_REVERT
Definition SndItemID.h:1432
@ SE_OBJ_CS_KPHAND_APPEAR
Definition SndItemID.h:975
@ SE_VOC_MF3_GET_PRIZE
Definition SndItemID.h:468
@ SE_OBJ_CS_LEM_PROPELLER
Definition SndItemID.h:2802
@ BANK_VOC_BOSS_KK
Definition SndItemID.h:3410
@ SE_SYS_WORLD_CHG
Definition SndItemID.h:2366
@ BANK_BGM_TORIDE
Definition SndItemID.h:3398
@ SE_OBJ_CMN_TOUCH_MOVE_LV
Definition SndItemID.h:2771
@ STRM_BGM_DOWN
Definition SndItemID.h:560
@ SE_SYS_CE_MENU_IN
Definition SndItemID.h:749
@ SE_EMY_BIG_UTSUBO
Definition SndItemID.h:2420
@ SE_EMY_DOWN_COMBO_5
Definition SndItemID.h:1147
@ SE_SYS_NICE_SS
Definition SndItemID.h:727
@ SE_VOC_MM4_CLIFF_DOWN
Definition SndItemID.h:245
@ SE_OBJ_CS_W3_SHIP_MAST_DOWN
Definition SndItemID.h:3151
@ SE_VOC_MF2_HUKKATSU
Definition SndItemID.h:379
@ SE_EMY_BIG_PAKKUN_DAMAGE_2
Definition SndItemID.h:1193
@ SE_VOC_CS_LU_SHIP_CLEAR
Definition SndItemID.h:3135
@ SE_BOSS_MORTON_LAND
Definition SndItemID.h:2991
@ SE_DEMO_ED_C10_V_KP_NOTICE_PINCH
Definition SndItemID.h:867
@ SE_PLY_CSDEMO_KURI_COURSE_IN
Definition SndItemID.h:2294
@ SE_AMB_SEWER
Definition SndItemID.h:2826
@ SE_VOC_MM1_HUKKATSU
Definition SndItemID.h:54
@ SE_EMY_JUGEM_APP
Definition SndItemID.h:1203
@ STRM_BGM_WATER
Definition SndItemID.h:2587
@ SE_VOC_MM1_CS_COMPLETE_DEMO
Definition SndItemID.h:77
@ PLAYER_SE_BGMTRG
Definition SndItemID.h:3429
@ SE_EMY_BUNBUN_STOMPED_WATER
Definition SndItemID.h:2921
@ SE_DEMO_OP_C40_KPHAND_CHAIR
Definition SndItemID.h:843
@ SE_PLY_CS_PLAYER_BYE
Definition SndItemID.h:2297
@ SE_OBJ_KAKIKAE_LONG_B_APP
Definition SndItemID.h:2767
@ SE_EMY_KILLER_HIT_BOTH
Definition SndItemID.h:1208
@ SE_BOSS_JR_CLOWN_COME_BOXER
Definition SndItemID.h:3038
@ SE_OBJ_BOARD_REVERSE
Definition SndItemID.h:2473
@ SE_MG_SH_ITEM_OK
Definition SndItemID.h:2647
@ SE_VOC_MF2_CLEAR_BOSS
Definition SndItemID.h:399
@ SE_VOC_MM1_DAMAGE_EATEN
Definition SndItemID.h:63
@ SE_VOC_MM2_HUKKATSU
Definition SndItemID.h:119
@ SE_VOC_KO_WALL_KICK
Definition SndItemID.h:1676
@ SE_EMY_CS_LIFT_LINE_ACTIVE
Definition SndItemID.h:2788
@ SE_DEMO_OP_C70_V_GO
Definition SndItemID.h:858
@ SE_VOC_KP_L_APP
Definition SndItemID.h:1977
@ SE_BOSS_LARRY_SHELL_LAND
Definition SndItemID.h:3014
@ STRM_BGM_LAST_CASTLE_APPEAR
Definition SndItemID.h:550
@ SE_EMY_ELCJ_PRE_DIVE
Definition SndItemID.h:2515
@ BANK_SE_EMY_BASE
Definition SndItemID.h:3334
@ SE_VOC_MA_YOSHI_JUMP
Definition SndItemID.h:1533
@ SE_BOSS_WENDY_SHAKE_HEAD
Definition SndItemID.h:2069
@ SE_PLY_ARRIVE_POINT
Definition SndItemID.h:2343
@ SE_VOC_LU_PJ_SPIN_JUMP_MAME
Definition SndItemID.h:1583
@ SE_MG_IH_PAIR_OK
Definition SndItemID.h:2211
@ SE_PLY_CHANGE_BIGGEST
Definition SndItemID.h:2484
@ SE_VOC_MA_CANNON_SHOT
Definition SndItemID.h:1546
@ SE_VOC_MM2_INTO_SANDPILLAR
Definition SndItemID.h:129
@ SE_MG_UH_2UP_BALOON_BREAK
Definition SndItemID.h:2223
@ SE_BOSS_JR_BOMB_THROW
Definition SndItemID.h:3048
@ SE_VOC_MF2_STOMPED
Definition SndItemID.h:391
@ SE_PLY_SLIP_SNOW
Definition SndItemID.h:1026
@ SE_VOC_MM2_SURPRISED_PEACH
Definition SndItemID.h:929
@ SE_SYS_AP_PUT_BLOCK_UP
Definition SndItemID.h:2633
@ SE_EMY_BH_BOMB
Definition SndItemID.h:1222
@ SE_BOSS_JR_FLOOR_SHAKE
Definition SndItemID.h:2140
@ SE_OBJ_BOUND_BLOCK_JUMP
Definition SndItemID.h:2720
@ SE_VOC_LU_MOTIAGE
Definition SndItemID.h:1600
@ SE_DEMO_OP_C40_V_KEIKAI
Definition SndItemID.h:841
@ SE_BOSS_JR_BOMB_LAND
Definition SndItemID.h:2167
@ SE_VOC_MF2_GET_STAR
Definition SndItemID.h:394
@ GROUP_BGM_BONUS
Definition SndItemID.h:3460
@ BANK_BGM_OBAKE
Definition SndItemID.h:3394
@ STRM_BGM_SHIRO_FAST
Definition SndItemID.h:2592
@ SE_SYS_CE_AREA_CHANGE
Definition SndItemID.h:2675
@ SE_PLY_SLIDE_KUSARI
Definition SndItemID.h:1070
@ SE_OBJ_RADAR_ONPU
Definition SndItemID.h:1122
@ BANK_SE_OBJ_TEKKYU
Definition SndItemID.h:3365
@ SE_VOC_LU_CLIFF_DIVE
Definition SndItemID.h:1614
@ SE_EMY_MECHAKOOPA_WALK
Definition SndItemID.h:1288
@ SE_SYS_BM_TIME_APPEAR
Definition SndItemID.h:2661
@ SE_BOSS_JR_CROWN_JR_HIT_L
Definition SndItemID.h:2163
@ SE_VOC_MOR_QUAKE
Definition SndItemID.h:1904
@ SE_PLY_YOSHI_HIT_WALL
Definition SndItemID.h:1107
@ SE_OBJ_BROSFLOOR_WAVE_R
Definition SndItemID.h:2717
@ SE_OBJ_HOUDAI_L_SHOT
Definition SndItemID.h:1404
@ GROUP_BGM_ATHLETIC
Definition SndItemID.h:3452
@ SE_VOC_IGG_SHELL_OUT
Definition SndItemID.h:1877
@ BANK_SE_MG
Definition SndItemID.h:3348
@ SE_SYS_INVALID
Definition SndItemID.h:647
@ SE_MG_UH_3UP_BALOON_BREAK
Definition SndItemID.h:2224
@ SE_BOSS_WENDY_WATER_FALL_SIGN
Definition SndItemID.h:2058
@ SE_VOC_MM1_WALL_KICK
Definition SndItemID.h:41
@ SE_PLY_FOOTNOTE_CLOUD
Definition SndItemID.h:1009
@ SE_OBJ_DAIKONBOU_W_REVERT
Definition SndItemID.h:1472
@ SE_VOC_LU_ITEM_COMPLETE
Definition SndItemID.h:1636
@ SE_OBJ_CS_PROPELLER
Definition SndItemID.h:2801
@ SE_VOC_MF1_DAMAGE_POISON
Definition SndItemID.h:321
@ SE_MG_IH_MM3_ACTIVE_RC
Definition SndItemID.h:211
@ SE_VOC_MA_DAMAGE_EATEN
Definition SndItemID.h:1557
@ SE_VOC_LEM_MAGIC_SHOT
Definition SndItemID.h:1836
@ SE_OBJ_ROULETTE_BLOCK_ROLL
Definition SndItemID.h:1363
@ SE_OBJ_BDOOR_CLOSE
Definition SndItemID.h:1386
@ SE_VOC_MF4_CANNON_SHOT
Definition SndItemID.h:507
@ SE_OBJ_TATE_KINO_DOWN
Definition SndItemID.h:2458
@ SE_OBJ_BURNER
Definition SndItemID.h:2411
@ SE_VOC_MM3_PLAYER_JOIN
Definition SndItemID.h:147
@ SE_BOSS_KAMECK_BLOCK_APPEAR_LAST
Definition SndItemID.h:2964
@ SE_OBJ_GURINDAI_TO_PAKKUN
Definition SndItemID.h:2783
@ SE_BOSS_CMN_DAMAGE_DEF
Definition SndItemID.h:2005
@ SE_EMY_FUMU_2
Definition SndItemID.h:1136
@ GROUP_BGM_LAST_BOSS2
Definition SndItemID.h:3474
@ SE_BOSS_IGGY_WANWAN_L_MOUTH
Definition SndItemID.h:2078
@ SE_SYS_FEVER_STEP2
Definition SndItemID.h:2666
@ SE_VOC_SHA_LAUGH
Definition SndItemID.h:815
@ SE_VOC_MA_STOMPED
Definition SndItemID.h:1560
@ SE_EMY_CS_MOVE_W8_BUBBLE_DISAPP
Definition SndItemID.h:2307
@ SE_VOC_ROY_NOTICE2
Definition SndItemID.h:1827
@ SE_VOC_KO_JUMP_2ND
Definition SndItemID.h:1672
@ SE_VOC_MF4_BALLOON_HELP
Definition SndItemID.h:508
@ SE_BOSS_LEMMY_BOMB_HIT_PLY
Definition SndItemID.h:2974
@ STRM_BGM_MINIGAME
Definition SndItemID.h:2603
@ SE_OBJ_KK_THUNDER_R
Definition SndItemID.h:2731
@ STRM_BGM_TORIDE_FAST
Definition SndItemID.h:2590
@ BANK_VOC_BUNBUN
Definition SndItemID.h:3408
@ SE_VOC_MF1_BALLOON_HELP
Definition SndItemID.h:313
@ PLAYER_BGM_COURSE_SUB1
Definition SndItemID.h:3436
@ SE_PLY_HIP_ATTACK_H
Definition SndItemID.h:2481
@ SE_OBJ_FLOAT_BOX_SINK
Definition SndItemID.h:2786
@ SE_VOC_MM1_SURPRISED_PEACH
Definition SndItemID.h:928
@ SE_EMY_BATTAN_WALK
Definition SndItemID.h:2413
@ SE_OBJ_JUMPDAI_APP
Definition SndItemID.h:1391
@ SE_VOC_CS_CMN_LU_SHIP_ATTACK
Definition SndItemID.h:3191
@ SE_PLY_2NDJUMP
Definition SndItemID.h:601
@ SE_MG_UH_4UP_BALOON_BREAK
Definition SndItemID.h:2225
@ STRM_BGM_COURSE_OUT_ALL_BUBBLE
Definition SndItemID.h:548
@ SE_BOSS_IGGY_WANWAN_L_BARK_L
Definition SndItemID.h:2077
@ SE_PLY_FOOTNOTE_SNOW_MENU
Definition SndItemID.h:2342
@ SE_VOC_MM3_ROPE_FALL
Definition SndItemID.h:175
@ SE_VOC_ITEM_KO_HELP_ME
Definition SndItemID.h:1787
@ SE_OBJ_CS_DOOR_OPEN_WOOD
Definition SndItemID.h:2271
@ SE_OBJ_TEKKYU_ROLL
Definition SndItemID.h:1452
@ SE_PLY_SPIN_ONCE
Definition SndItemID.h:1053
@ SE_VOC_CS_OP_WEN_REPLY
Definition SndItemID.h:972
@ SE_EMY_SR_KILLER_SHOT
Definition SndItemID.h:1214
@ BANK_SE_VOC_WENDY
Definition SndItemID.h:3353
@ SEQ_BGM_TORIDE_V
Definition SndItemID.h:2554
@ SE_OBJ_LIFT_LIMIT_OVER
Definition SndItemID.h:1428
@ SE_VOC_LU_CLIFF_UP
Definition SndItemID.h:1615
@ SEQSET_SE_HUGE_KURIBO_copy0
Definition SndItemID.h:3280
@ SE_VOC_KO_CLIFF_UP
Definition SndItemID.h:1684
@ SE_VOC_KO2_PJ_JUMP_MAME
Definition SndItemID.h:1720
@ SE_VOC_MF2_CLEAR_LAST_BOSS
Definition SndItemID.h:400
@ SE_DEMO_OP_C62_V_THROW
Definition SndItemID.h:848
@ SE_DEMO_OP_C70_DONGURI_BOUND1
Definition SndItemID.h:852
@ SEQ_BGM_CHIJOU_V
Definition SndItemID.h:2558
@ SE_VOC_MM4_GET_PRIZE
Definition SndItemID.h:273
@ SE_OBJ_RC_SEESAW_MOVE
Definition SndItemID.h:1412
@ SE_VOC_KP_L_SWING2
Definition SndItemID.h:2875
@ SEQSET_SE_OBJ_COURSE
Definition SndItemID.h:3266
@ SE_SYS_SWITCH_CT_LAST
Definition SndItemID.h:736
@ SE_VOC_KO2_TIMEUP_MULTI
Definition SndItemID.h:1758
@ SEQ_BGM_SANBASHI_FAST_V
Definition SndItemID.h:2549
@ SE_OBJ_LIFT_TENBIN
Definition SndItemID.h:2380
@ SE_SYS_STOCK_ITEM_USE
Definition SndItemID.h:734
@ SE_VOC_CS_OP_IGY_REPLY
Definition SndItemID.h:971
@ SE_SYS_FS_FINISHED
Definition SndItemID.h:673
@ SE_VOC_KO_GET_STAR
Definition SndItemID.h:1704
@ SE_EMY_SR_TORPEDO_COUNT_DOWN
Definition SndItemID.h:2909
@ SE_VOC_MF1_KISSED_PEACH
Definition SndItemID.h:339
@ SE_VOC_IGG_DAMAGE_S
Definition SndItemID.h:1881
@ SE_VOC_BUN_DAMAGE_S
Definition SndItemID.h:2842
@ SE_OBJ_LIFT_KYUJYOSHO
Definition SndItemID.h:2441
@ SE_EMY_CS_TERESA_BRING_IT
Definition SndItemID.h:2330
@ SE_VOC_LU_CONTINUE_COURSE
Definition SndItemID.h:1599
@ SE_EMY_BUNBUN_LAND
Definition SndItemID.h:819
@ SE_OBJ_ITEM_DISAPP
Definition SndItemID.h:1337
@ SE_PLY_FOOTNOTE_CS_YOSHI
Definition SndItemID.h:2255
@ SE_DEMO_ED_C30_MARIO_FN
Definition SndItemID.h:883
@ SE_VOC_MF2_JUMP_3RD
Definition SndItemID.h:363
@ SE_SYS_CORRECT
Definition SndItemID.h:2470
@ SE_OBJ_PUFF_MUSH
Definition SndItemID.h:2448
@ SE_VOC_MOR_FURIKABURI
Definition SndItemID.h:3002
@ SE_VOC_MF3_ROPE_FALL
Definition SndItemID.h:435
@ GROUP_BGM_MORI
Definition SndItemID.h:3466
@ SE_BOSS_JR_CLOWN_JAB
Definition SndItemID.h:3046
@ SE_VOC_MA_PLAYER_JOIN_MAME
Definition SndItemID.h:1507
@ SE_VOC_MM2_PJ_JUMP
Definition SndItemID.h:84
@ SE_VOC_JR_DAMAGE_L
Definition SndItemID.h:1959
@ SE_EMY_FISHBONE_BREAK
Definition SndItemID.h:1283
@ SE_MG_IH_MA_ACTIVE_TV
Definition SndItemID.h:2199
@ SE_PLY_YOSHI_EAT_NUT_3
Definition SndItemID.h:1345
@ SE_EMY_FIRE_SNAKE_BIGGER
Definition SndItemID.h:1201
@ SE_PLY_BALLOON_SELF
Definition SndItemID.h:1103
@ SE_VOC_MM1_CONTINUE
Definition SndItemID.h:32
@ SE_BOSS_LARRY_DOWN_LAND3
Definition SndItemID.h:2015
@ SE_OBJ_BOUND_BLOCK_BOUND
Definition SndItemID.h:2719
@ SEQSET_SE_AMB
Definition SndItemID.h:3306
@ SE_EMY_PATAMET_STEP_2
Definition SndItemID.h:1314
@ SE_VOC_MF1_SCROLL_OUT
Definition SndItemID.h:318
@ SE_VOC_KO_SAVE_PRINCESS
Definition SndItemID.h:1711
@ SE_KOOPA_HAND_BREAK
Definition SndItemID.h:2895
@ SE_VOC_KP_L_DAMAGE_FEVER
Definition SndItemID.h:3117
@ __STRM_BGM_MULTI_FAIL
Definition SndItemID.h:557
@ SE_BOSS_JR_CANNON_APP_FINAL
Definition SndItemID.h:2165
@ SE_VOC_MOR_LOSE_S1
Definition SndItemID.h:1907
@ GROUP_BGM_HIKOUSEN_BOSS
Definition SndItemID.h:3465
@ SE_PLY_TARZAN_ROPE
Definition SndItemID.h:1069
@ SE_VOC_MM3_CS_COURSE_IN_MULTI
Definition SndItemID.h:154
@ SEQ_BGM_KAZAN_V
Definition SndItemID.h:2550
@ SE_VOC_MM4_CLEAR_BOSS
Definition SndItemID.h:269
@ SE_VOC_CS_CMN_LU_COURSE_CLEAR
Definition SndItemID.h:3195
@ SE_VOC_IGG_DAMAGE_L_LAST
Definition SndItemID.h:1883
@ SE_OBJ_DAIKONBOU_M_SIGN
Definition SndItemID.h:1464
@ SE_VOC_KO_HUKKATSU
Definition SndItemID.h:1689
@ SE_PLY_HPDP_SPECIAL_FOUR
Definition SndItemID.h:617
@ SE_OBJ_STEP_ON_SWITCH
Definition SndItemID.h:1379
@ SE_VOC_KO2_CLEAR_MULTI
Definition SndItemID.h:1774
@ SE_VOC_MA_PJ_SPIN_JUMP_MAME
Definition SndItemID.h:1511
@ SEQSET_RP_SE_SYS_BASE
Definition SndItemID.h:3302
@ SE_PLY_BURN_DOWN
Definition SndItemID.h:1080
@ SEQSET_SE_OBJ_TEKKYU_copy0
Definition SndItemID.h:3282
@ SE_EMY_DOWN_HPDP_S
Definition SndItemID.h:1158
@ SEQ_BGM_STAR_V
Definition SndItemID.h:2570
@ BANK_SE_TORNADO
Definition SndItemID.h:3378
@ SE_VOC_MM2_PJ_SPIN_JUMP_MAME
Definition SndItemID.h:87
@ SE_VOC_ROY_JUMP_L
Definition SndItemID.h:1815
@ PLAYER_SE_OBJ
Definition SndItemID.h:3422
@ GROUP_BGM_HIKOUSEN_ROUKA
Definition SndItemID.h:3472
@ SE_VOC_MA_CS_COURSE_IN
Definition SndItemID.h:1515
@ SE_VOC_YS_GOKUN
Definition SndItemID.h:11
@ SE_OBJ_SPIN_KINOKO_UP
Definition SndItemID.h:1433
@ SE_VOC_WEN_TURN
Definition SndItemID.h:3003
@ SE_BOSS_LEMMY_RUSH_FOOT_F_R
Definition SndItemID.h:2041
@ SE_OBJ_CS_PRPL_KP_DEMO_CASTLE2
Definition SndItemID.h:2812
@ SE_EMY_MAMEKURIBO_DEAD_HPDP
Definition SndItemID.h:1266
@ SE_OBJ_CS_W3_SHIP_TOP_ORERU
Definition SndItemID.h:3186
@ SE_BOSS_LUDWIG_BLOCK_BREAK
Definition SndItemID.h:2116
@ SE_EMY_FIRE_SNAKE_EXTINCT
Definition SndItemID.h:1202
@ SE_BOSS_JR_RETRY
Definition SndItemID.h:2153
@ SE_VOC_LUD_MAGIC_SHOT_L
Definition SndItemID.h:1921
@ SE_EMY_BIG_DOSSUN_DEAD
Definition SndItemID.h:1290
@ SE_VOC_KO2_HUKKATSU
Definition SndItemID.h:1755
@ SE_VOC_MM4_CS_FALL_INTO_MAP
Definition SndItemID.h:218
@ SE_EMY_KURIBO_L_SPLIT_HPDP
Definition SndItemID.h:1275
@ SE_VOC_BIGBUN_RCV_SHAKE
Definition SndItemID.h:2852
@ SE_VOC_YS_ATTACK
Definition SndItemID.h:14
@ PLAYER_SE_PLY
Definition SndItemID.h:3419
@ SEQ_BGM_SABAKU_V
Definition SndItemID.h:2541
@ SE_BOSS_KOOPA_L_SWING
Definition SndItemID.h:2182
@ SE_EMY_GAMA_LAST
Definition SndItemID.h:2429
@ SE_DEMO_ED_C30_V_MARIO_OHYEAH
Definition SndItemID.h:893
@ SE_PLY_FOOTNOTE_DIRT_L
Definition SndItemID.h:992
@ SE_VOC_MM1_DAMAGE_FREEZE
Definition SndItemID.h:60
@ SE_VOC_MF2_CLIFF_UP
Definition SndItemID.h:374
@ SE_SYS_CE_BTN_OVER_OFF
Definition SndItemID.h:759
@ SE_BOSS_CMN_DAMAGE_LAST_F_MODE
Definition SndItemID.h:2970
@ SE_PLY_CATCH_ROPE
Definition SndItemID.h:1066
@ SE_EMY_KAME_HIT_1
Definition SndItemID.h:1169
@ WSDSET_SE_OBJ
Definition SndItemID.h:3248
@ SE_EMY_KERONPA_ALARM
Definition SndItemID.h:1220
@ SE_VOC_JR_PRE_ACTION
Definition SndItemID.h:908
@ SE_OBJ_BLOCK_KICK
Definition SndItemID.h:2454
@ SE_EMY_DOWN_COMBO_4
Definition SndItemID.h:1146
@ SE_VOC_MA_PLAYER_JOIN
Definition SndItemID.h:1506
@ SE_OBJ_WINDOW_FALL
Definition SndItemID.h:3086
@ STRM_BGM_STAFF_CREDIT
Definition SndItemID.h:2572
@ SE_DEMO_ED_C30_LUIGE_FN
Definition SndItemID.h:885
@ SE_EMY_MECHAKOOPA_RESTART
Definition SndItemID.h:1286
@ SE_BOSS_WENDY_MAGIC_MAKE
Definition SndItemID.h:2054
@ SE_VOC_MA_DAMAGE_LAST
Definition SndItemID.h:1549
@ SE_EMY_SR_TORPEDO_MOVE
Definition SndItemID.h:2911
@ SE_AMB_RP_JUNGLE
Definition SndItemID.h:2756
@ SEQSET_SE_VOC_PEACH
Definition SndItemID.h:3272
@ SE_BOSS_MORTON_HAMMER_ATTACK
Definition SndItemID.h:2993
@ SEQ_BGM_OBAKE_FAST_V
Definition SndItemID.h:2565
@ SE_VOC_LAR_MAGIC_SHOT
Definition SndItemID.h:1798
@ SE_VOC_MA_PLAYER_DECIDE_MAME
Definition SndItemID.h:1513
@ SE_VOC_MF2_NAGERU
Definition SndItemID.h:360
@ SE_VOC_MM2_ROPE_CATCH
Definition SndItemID.h:109
@ SE_VOC_IGG_LOSE_L
Definition SndItemID.h:1888
@ SE_OBJ_KP_PUNCH_ATTACKSIGN
Definition SndItemID.h:831
@ SE_OBJ_WOOD_BOX_BREAK
Definition SndItemID.h:1368
@ SE_VOC_IGG_BEAT_YOU
Definition SndItemID.h:1897
@ SE_OBJ_CS_K_CASTLE_BRIDGE_APP
Definition SndItemID.h:2320
@ SE_MG_UH_RC_CANNON_MOVE
Definition SndItemID.h:2220
@ SE_PLY_JUMP_4
Definition SndItemID.h:2480
@ SE_MG_IH_MF4_ACTIVE_TV
Definition SndItemID.h:535
@ SE_MG_UH_NICE
Definition SndItemID.h:2230
@ SE_OBJ_SPRAY
Definition SndItemID.h:2474
@ SE_VOC_MOR_MAGIC_SHOT
Definition SndItemID.h:1901
@ SE_VOC_CS_OP_MOR_REPLY
Definition SndItemID.h:969
@ SE_VOC_LU_HUKKATSU
Definition SndItemID.h:1620
@ SE_VOC_MM3_TYUKAN
Definition SndItemID.h:198
@ SE_BOSS_KAMECK_UNMASK
Definition SndItemID.h:2133
@ SE_VOC_LUD_BRING_IT
Definition SndItemID.h:1936
@ SE_SYS_SLEEP_OUT
Definition SndItemID.h:2377
@ SE_VOC_CH_YS_YOSHI
Definition SndItemID.h:641
@ SE_SYS_AP_BLOCK_COIN
Definition SndItemID.h:720
@ SE_PLY_PUNCH
Definition SndItemID.h:2444
@ SE_VOC_KO2_PLAYER_JOIN_MAME
Definition SndItemID.h:1718
@ SE_VOC_BUN_RCV_JUMP
Definition SndItemID.h:2845
@ SE_VOC_MM3_PLAYER_JOIN_MAME
Definition SndItemID.h:148
@ SE_EMY_BIG_KALON_REVIVAL
Definition SndItemID.h:1232
@ SE_OBJ_CS_DOKAN
Definition SndItemID.h:2314
@ SE_VOC_KP_L_FALL
Definition SndItemID.h:1982
@ SE_VOC_MA_CS_DECIDE_JOIN
Definition SndItemID.h:1520
@ SE_PLY_FOOTNOTE_CS_HASHIGO_NAWA
Definition SndItemID.h:2257
@ SE_VOC_KO_JUMP_3RD
Definition SndItemID.h:1673
@ SE_BOSS_KOOPAHAND_PUNCH_SIGN
Definition SndItemID.h:3052
@ SE_EMY_MAP_KPJR_FOOT
Definition SndItemID.h:2346
@ SE_BOSS_CMN_SMART_SHELL_ROLL
Definition SndItemID.h:1993
@ SE_VOC_MM2_TIMEUP_MULTI
Definition SndItemID.h:122
@ SE_VOC_NO_SOUND
Definition SndItemID.h:1797
@ SE_VOC_JR_DAMAGE_S
Definition SndItemID.h:1958
@ SE_AMB_KP_EARTHQUAKE
Definition SndItemID.h:3078
@ SE_VOC_MF2_ROPE_CATCH
Definition SndItemID.h:369
@ SE_VOC_MF2_KISSED_PEACH
Definition SndItemID.h:404
@ SE_PLY_JUMP_FENCE
Definition SndItemID.h:621
@ SE_EMY_PATAMET_STEP_8
Definition SndItemID.h:1320
@ SE_VOC_MF1_PLAYER_JOIN
Definition SndItemID.h:277
@ SE_MG_YS_OSAMARU
Definition SndItemID.h:2657
@ SE_BOSS_JR_BOUND
Definition SndItemID.h:2141
@ SE_BOSS_CMN_FAT_LAND_QUAKE
Definition SndItemID.h:1988
@ SE_VOC_KO_ROPE_CATCH
Definition SndItemID.h:1679
@ SE_VOC_LEM_SHELL_OUT
Definition SndItemID.h:1839
@ SE_VOC_KO_DAMAGE_FIRE
Definition SndItemID.h:1694
@ SE_OBJ_PUFF_MUSH_3
Definition SndItemID.h:2450
@ SE_PLY_PRPL_LETDOWN_FAST
Definition SndItemID.h:1057
@ SE_BOSS_JR_CROWN_JR_HIT_S
Definition SndItemID.h:2161
@ SE_SYS_FS_PROCESSING
Definition SndItemID.h:674
@ SE_PLY_FOOTNOTE_N
Definition SndItemID.h:2492
@ SE_PLY_FOOTNOTE_CS_SNOW_L
Definition SndItemID.h:2244
@ SE_SYS_KINO_ITEM_BLINK
Definition SndItemID.h:3140
@ SE_OBJ_BOSS_KK_THUNDER
Definition SndItemID.h:2732
@ SE_VOC_LU_DAMAGE_LAST
Definition SndItemID.h:1621
@ SE_VOC_MF3_DAMAGE_POISON
Definition SndItemID.h:451
@ SE_OBJ_BOSS_SHIP_PRPL_ROY
Definition SndItemID.h:2751
@ SE_PLY_FOOTNOTE_YOSHI_L
Definition SndItemID.h:1022
@ SE_DEMO_OP_C62_HIT_TREE
Definition SndItemID.h:849
@ SE_BOSS_KAMECK_MAGIC_FLY
Definition SndItemID.h:2119
@ SE_VOC_CS_W7_KMC_IKAKU
Definition SndItemID.h:3152
@ SE_PLY_TOUCH_KOOPA
Definition SndItemID.h:3107
@ SE_BOSS_JR_TURN_HEAD
Definition SndItemID.h:2145
@ SE_SYS_MODE_RESULT_EXIT
Definition SndItemID.h:702
@ SE_VOC_MF3_CONTINUE_COURSE
Definition SndItemID.h:423
@ WSDSET_BGM_TITLE
Definition SndItemID.h:3228
@ SE_SYS_KO_DIALOGUE_IN
Definition SndItemID.h:677
@ SE_BOSS_LUDWIG_ESC_LAND
Definition SndItemID.h:2113
@ SE_VOC_KO_PJ_JUMP
Definition SndItemID.h:1652
@ STRM_BGM_ROAD_TO_LAST
Definition SndItemID.h:599
@ SE_BOSS_KK_MAGIC_STOCK
Definition SndItemID.h:2899
@ SE_PLY_YOSHI_EAT_NUT
Definition SndItemID.h:1343
@ SE_VOC_MM4_WALL_KICK
Definition SndItemID.h:236
@ PLAYER_SE_OBJ_ONPU
Definition SndItemID.h:3431
@ SE_OBJ_CMN_QUAKE
Definition SndItemID.h:2763
@ SE_OBJ_BLOCK_EXTEND
Definition SndItemID.h:2463
@ SE_DEMO_ED_C30_V_KO_L_HUM
Definition SndItemID.h:881
@ SE_PLY_FOOTNOTE_HASHIGO_FE_L
Definition SndItemID.h:616
@ SEQ_BGM_STAFFCREDIT_V
Definition SndItemID.h:2568
@ SE_MG_IH_NOPAIR_NG
Definition SndItemID.h:2212
@ SE_EMY_DOKAN_PAKKUN_MOUTH
Definition SndItemID.h:1188
@ SE_VOC_KP_L_DAMAGE_FOURTH
Definition SndItemID.h:3124
@ SE_EMY_DOWN_SPIN_7
Definition SndItemID.h:1157
@ SE_VOC_MA_HUKKATSU
Definition SndItemID.h:1548
@ SE_VOC_KP_L_LOOK_AROUND
Definition SndItemID.h:1980
@ SE_VOC_MF2_PRPL_JUMP
Definition SndItemID.h:367
@ SE_BOSS_CS_JR_JUMP_L
Definition SndItemID.h:2327
@ SE_EMY_BUNBUN_BIG_FUKKATSU
Definition SndItemID.h:2936
@ SE_OBJ_KDOOR_OPEN
Definition SndItemID.h:1387
@ SE_BOSS_LARRY_MAGIC_MAKE
Definition SndItemID.h:2011
@ SE_VOC_LU_CLEAR_BOSS
Definition SndItemID.h:1641
@ SE_OBJ_GET_DRAGON_COIN
Definition SndItemID.h:771
@ SE_SYS_FEVER_STEP5
Definition SndItemID.h:2669
@ WSD_BGM_ODAI_MEDALCMP_GOLD
Definition SndItemID.h:568
@ SE_PLY_CLASH_2
Definition SndItemID.h:2488
@ SE_MG_CMN_FANFARE_BEGIN
Definition SndItemID.h:2196
@ SE_BOSS_MORTON_GROUND_CRASH
Definition SndItemID.h:2094
@ SE_VOC_LU_SPIN_JUMP
Definition SndItemID.h:2529
@ SE_VOC_KINOPIO_SPIN
Definition SndItemID.h:2858
@ SE_EMY_UTSUBO
Definition SndItemID.h:2419
@ SE_BOSS_JR_CLOWN_W_PUNCH_SIGN
Definition SndItemID.h:3055
@ GROUP_WORLDMAP
Definition SndItemID.h:3447
@ SE_OBJ_SNAKE_BLOCK_LL
Definition SndItemID.h:2739
@ SE_VOC_CS_KO_CANNON_SHOT
Definition SndItemID.h:3183
@ SE_PLY_FOOTNOTE_CS_DIRT_L
Definition SndItemID.h:2236
@ GROUP_BGM_HIKOUSEN
Definition SndItemID.h:3459
@ SE_VOC_MA_JUMP_3RD
Definition SndItemID.h:1532
@ SE_SYS_CTRL_2_CONNECTED_RC
Definition SndItemID.h:660
@ SE_VOC_MA_CS_COURSE_IN_MULTI
Definition SndItemID.h:1516
@ SE_OBJ_TARU_LIFT_ROLL
Definition SndItemID.h:1451
@ SE_PLY_FOOTNOTE_SAND
Definition SndItemID.h:997
@ WSDSET_SE_VOC_MiiWOMAN1
Definition SndItemID.h:3221
@ BANK_SE_ENEMY_02
Definition SndItemID.h:3368
@ SE_PLY_GET_OFF_CLOWN
Definition SndItemID.h:3106
@ SE_VOC_KO2_GET_PRIZE
Definition SndItemID.h:1779
@ SE_VOC_LAR_BRING_IT
Definition SndItemID.h:1809
@ SE_BOSS_CMN_DAMAGE_FIRE_DEF
Definition SndItemID.h:2001
@ SE_VOC_SHA_NOTICE
Definition SndItemID.h:814
@ SE_EMY_WALK_PAKKUN_DOWN
Definition SndItemID.h:1199
@ SE_PLY_RIDE_CLOUD
Definition SndItemID.h:1118
@ STRM_BGM_ATHLETIC_FAST
Definition SndItemID.h:2580
@ SE_EMY_PAKKUN_MOUTH_2
Definition SndItemID.h:2405
@ SE_PLY_CHANGE_MAME
Definition SndItemID.h:612
@ SE_PLY_FOOTNOTE_DOKAN_MENU
Definition SndItemID.h:2340
@ SE_VOC_MF1_PRPL_JUMP
Definition SndItemID.h:302
@ SE_OBJ_RC_CONTROL_OFF
Definition SndItemID.h:1408
@ SE_SYS_RANK_APP_3
Definition SndItemID.h:684
@ SE_VOC_IGG_CS_JUMP_F
Definition SndItemID.h:1900
@ WSDSET_BGM_SHIRO_BOSS
Definition SndItemID.h:3235
@ SE_OBJ_GET_COIN
Definition SndItemID.h:769
@ SE_VOC_MA_PLAYER_DECIDE
Definition SndItemID.h:1512
@ SE_AMB_BROOM_W5
Definition SndItemID.h:2835
@ STRM_BGM_STAR_COIN_CMPLT_WORLD
Definition SndItemID.h:554
@ _SE_VOC_LUD_LAND
Definition SndItemID.h:1923
@ SE_EMY_CS_CMN_SHA_KYORO
Definition SndItemID.h:3205
@ SE_PLY_2NDJUMP_SS
Definition SndItemID.h:603
@ BANK_SE_BOSS_BASE
Definition SndItemID.h:3336
@ SE_BOSS_KOOPA_RUMBLE1
Definition SndItemID.h:2187
@ SE_OBJ_BLOCK_BREAK
Definition SndItemID.h:788
@ STRM_BGM_SWITCH
Definition SndItemID.h:540
@ SE_BOSS_SANBO_APPEAR3
Definition SndItemID.h:2995
@ SE_VOC_MM3_CONTINUE
Definition SndItemID.h:162
@ BANK_BGM_CHIJOU
Definition SndItemID.h:3388
@ SE_OBJ_CS_LAR_PROPELLER
Definition SndItemID.h:2806
@ SE_BOSS_JR_JUMP_L
Definition SndItemID.h:2136
@ SE_BOSS_LEMMY_RUSH_FOOT_L
Definition SndItemID.h:2038
@ SE_VOC_MF2_ROPE_FALL
Definition SndItemID.h:370
@ SE_VOC_MM1_JUMP_2ND
Definition SndItemID.h:37
@ SE_PLY_THROW_ICEBALL
Definition SndItemID.h:633
@ _SE_EMY_CS_CMN_DISAPPEAR
Definition SndItemID.h:3185
@ SE_VOC_IGG_WAKE1
Definition SndItemID.h:1892
@ SE_VOC_LU_NOTICE
Definition SndItemID.h:1647
@ SE_OBJ_CS_MOUNTAIN_DISAPP
Definition SndItemID.h:2319
@ SE_PLY_JUMP_SS_HIGH
Definition SndItemID.h:628
@ SE_VOC_LU_CS_ENCOUNT
Definition SndItemID.h:1593
@ SE_VOC_LUD_LOSE_S1
Definition SndItemID.h:1928
@ SE_MG_IH_PAIR_NG
Definition SndItemID.h:2213
@ SE_VOC_MM3_PJ_SPIN_JUMP_MAME
Definition SndItemID.h:152
@ SE_VOC_MM2_TIMEUP
Definition SndItemID.h:121
@ _SE_PLY_CROWN_ACC
Definition SndItemID.h:2159
@ SE_EMY_BUNBUN_STOMPED_ICE
Definition SndItemID.h:2922
@ SE_PLY_CS_GOTO_ENEMY_COURSE
Definition SndItemID.h:2296
@ SE_PLY_GET_ITEM_AGAIN
Definition SndItemID.h:1055
@ SE_PLY_P_MSSB
Definition SndItemID.h:638
@ SE_AMB_MAGMA
Definition SndItemID.h:2823
@ SEQSET_SE_ENEMY_10_copy0
Definition SndItemID.h:3281
@ SE_MG_IH_KO2_ACTIVE_TV
Definition SndItemID.h:2202
@ SE_OBJ_BIG_ROCK_CRASH
Definition SndItemID.h:2384
@ SE_PLY_SPLASH_SHALLOW
Definition SndItemID.h:1119
@ SE_VOC_MF3_WALL_KICK
Definition SndItemID.h:431
@ SE_PLY_2NDJUMP_S
Definition SndItemID.h:602
@ SE_OBJ_MAP_FLAG_HATAMEKI
Definition SndItemID.h:2378
@ SE_SYS_OPEN_HBM_ADD_REMOTE
Definition SndItemID.h:2695
@ SE_VOC_CS_SHIP_KO_SURPRISE
Definition SndItemID.h:964
@ SE_VOC_LU_CLEAR_ANOTHER
Definition SndItemID.h:1638
@ SE_OBJ_MANHOLE_ROLLING
Definition SndItemID.h:2443
@ STRM_BGM_LAST_BOSS
Definition SndItemID.h:576
@ SE_OBJ_CS_W8_CLOWN_MOVE_LV
Definition SndItemID.h:3156
@ SE_OBJ_DAIKONBOU_M_LAND
Definition SndItemID.h:1466
@ SE_VOC_MM3_CS_FALL_INTO_MAP
Definition SndItemID.h:153
@ SE_EMY_WOOCHAN_MOGURU
Definition SndItemID.h:2904
@ SE_OBJ_CS_ROY_PROPELLER
Definition SndItemID.h:2804
@ SEQSET_SE_ENEMY_05_copy0
Definition SndItemID.h:3288
@ SE_EMY_DOWN
Definition SndItemID.h:1142
@ SE_PLY_LAND_YOSHI
Definition SndItemID.h:1047
@ SE_MG_CMN_WIN_CLK
Definition SndItemID.h:2193
@ SE_OBJ_TREASURE_BOX_OPEN
Definition SndItemID.h:1334
@ SE_MG_SH_ITEM_IN
Definition SndItemID.h:2649
@ SEQ_BGM_OBAKE_V
Definition SndItemID.h:2564
@ SE_EMY_SHADOW_BRAKE
Definition SndItemID.h:2888
@ SE_VOC_LAR_DAMAGE_L
Definition SndItemID.h:1801
@ SE_VOC_MM1_JUMP_3RD
Definition SndItemID.h:38
@ SE_VOC_MF1_CS_ENCOUNT
Definition SndItemID.h:288
@ SE_BOSS_LUDWIG_DOWN
Definition SndItemID.h:2987
@ SE_EMY_MAMEKURIBO_DEAD
Definition SndItemID.h:1268
@ SE_BOSS_KOOPA_FIRE_METEO
Definition SndItemID.h:2894
@ SE_PLY_3RDJUMP_S
Definition SndItemID.h:605
@ SE_EMY_FUMU_1
Definition SndItemID.h:1135
@ SE_EMY_KPJR_DAMAGE
Definition SndItemID.h:2393
@ SE_VOC_CS_KO_SHIP_CLEAR
Definition SndItemID.h:3136
@ SE_BOSS_KAMECK_DOWN
Definition SndItemID.h:2134
@ SEQ_BGM_WATER_V
Definition SndItemID.h:2540
@ SE_VOC_MF3_DAMAGE_FREEZE
Definition SndItemID.h:450
@ SE_VOC_MM3_CS_SHOVED
Definition SndItemID.h:159
@ SE_EMY_CS_MOVE_W2_SANDHALL
Definition SndItemID.h:2300
@ SE_VOC_MF3_CS_ENCOUNT
Definition SndItemID.h:418
@ SE_VOC_MM3_BALLOON_HELP
Definition SndItemID.h:183
@ SE_BOSS_JR_DAMAGE_KOOPA
Definition SndItemID.h:3112
@ SE_VOC_MM1_TIMEUP
Definition SndItemID.h:56
@ SE_VOC_MF4_MOTIAGE_PLAYER
Definition SndItemID.h:491
@ SE_VOC_MF1_CS_COMPLETE_DEMO
Definition SndItemID.h:337
@ SE_SYS_MAP_VIEW_MODE
Definition SndItemID.h:2703
@ SE_VOC_MF4_HIP_ATTACKED
Definition SndItemID.h:522
@ SE_EMY_CS_CMN_SHA_ICON_APPEAR
Definition SndItemID.h:3207
@ SE_VOC_MF4_INTO_SANDPILLAR
Definition SndItemID.h:519
@ SE_DEMO_OP_C40_KPHAND_CRASH
Definition SndItemID.h:844
@ BANK_SE_VOC_ROY
Definition SndItemID.h:3351
@ SE_PLY_THROW_FIRE
Definition SndItemID.h:632
@ SE_BOSS_KAMECK_DOWN_BOUND
Definition SndItemID.h:2968
@ SE_VOC_LAR_WAKE1
Definition SndItemID.h:1806
@ STRM_BGM_SABAKU_FAST
Definition SndItemID.h:2584
@ SE_VOC_MA_TIMEUP
Definition SndItemID.h:1550
@ STRM_BGM_STAR_COIN_CMPLT_ALL
Definition SndItemID.h:553
@ SE_VOC_KP_L_SHOUT
Definition SndItemID.h:2870
@ SE_BOSS_CS_KAMECK_FLY
Definition SndItemID.h:2315
@ SE_BOSS_LEMMY_RUSH_FOOT_F_L
Definition SndItemID.h:2040
@ SE_VOC_MM2_DAMAGE_ELEC
Definition SndItemID.h:127
@ SE_VOC_MM2_PRPL_JUMP
Definition SndItemID.h:107
@ SE_VOC_BKK_RCV_JUMP
Definition SndItemID.h:2868
@ SE_PLY_FOOTNOTE_SN
Definition SndItemID.h:2495
@ SE_EMY_HANABI_IGNITION
Definition SndItemID.h:2498
@ SE_OBJ_GEN_LODA_TSUTA
Definition SndItemID.h:2232
@ SE_PLY_SLIP_ICE
Definition SndItemID.h:1025
@ SE_VOC_KO_CONTINUE_COURSE
Definition SndItemID.h:1668
@ SE_SYS_MAP_VIEW_ZOOM_IN_LV
Definition SndItemID.h:2705
@ SE_VOC_MF3_NAGERU
Definition SndItemID.h:425
@ SE_PLY_SPIN_JUMP
Definition SndItemID.h:2491
@ SE_OBJ_CS_KPHAND_FINGER_MOVE
Definition SndItemID.h:976
@ SE_VOC_CS_SHIP_B_JR_AGITATE
Definition SndItemID.h:3169
@ SE_PLY_CS_CHANGE_PNGN
Definition SndItemID.h:2334
@ SE_VOC_LUD_LOSE_L
Definition SndItemID.h:1929
@ SE_VOC_KO_CS_COURSE_MISS
Definition SndItemID.h:1660
@ SE_OBJ_RC_UPLIFT_UP
Definition SndItemID.h:1416
@ SE_VOC_MA_CLEAR_HELPED
Definition SndItemID.h:1568
@ SE_VOC_KO2_CS_CHASE_SHIP
Definition SndItemID.h:1731
@ WSD_BGM_MAP_DEMO_W8
Definition SndItemID.h:539
@ SE_MG_IH_PAIR_NG_JR
Definition SndItemID.h:2214
@ SE_VOC_LUD_JUMP
Definition SndItemID.h:1922
@ SE_OBJ_ITEM_APPEAR
Definition SndItemID.h:782
@ SE_VOC_LUD_ESC_JUMP
Definition SndItemID.h:1934
@ SE_VOC_MM1_PRPL_JUMP
Definition SndItemID.h:42
@ SE_VOC_LU_CS_COURSE_MISS
Definition SndItemID.h:1590
@ SE_OBJ_STEP_ON_KSWITCH
Definition SndItemID.h:1380
@ SE_EMY_BIG_HANACHAN_DIVE_NUMA
Definition SndItemID.h:2915
@ SE_EMY_HAMMER
Definition SndItemID.h:2403
@ SE_VOC_MM4_MOTIAGE
Definition SndItemID.h:229
@ SE_VOC_LU_TIMEUP
Definition SndItemID.h:1622
@ SE_DEMO_OP_C70_DONGURI_BOUND2
Definition SndItemID.h:853
@ WSDSET_SE_VOC_MiiMAN4
Definition SndItemID.h:3220
@ SE_VOC_LUD_SHOVED
Definition SndItemID.h:1938
@ SE_EMY_DOWN_SPIN_5
Definition SndItemID.h:1155
@ _SE_OBJ_CS_DARK_CLOUD_BECOME_BIG
Definition SndItemID.h:945
@ SEQSET_SE_TORNADO_copy0
Definition SndItemID.h:3295
@ SE_VOC_KO_TIMEUP_MULTI
Definition SndItemID.h:1692
@ SE_PLY_CHANGE_MSSB
Definition SndItemID.h:2620
@ SE_BOSS_JR_CLOWN_ANGRY
Definition SndItemID.h:3024
@ SE_DEMO_OP_C40_KPHAND_MOVE
Definition SndItemID.h:842
@ SE_VOC_ROY_FALL_INTO_MAP
Definition SndItemID.h:1830
@ SE_VOC_MM1_CLEAR_ANOTHER
Definition SndItemID.h:72
@ SE_VOC_MF4_ROPE_RELEASE
Definition SndItemID.h:501
@ SE_VOC_MM4_ROPE_RELEASE
Definition SndItemID.h:241
@ SE_BOSS_WOOGAN_THAW_NO_DAMAGE
Definition SndItemID.h:3073
@ SE_VOC_MM1_CLIFF_DIVE
Definition SndItemID.h:48
@ SE_VOC_MM1_HIP_ATTACKED
Definition SndItemID.h:67
@ SE_BOSS_KAMECK_FLY_STOP
Definition SndItemID.h:2125
@ SE_PLY_HANG_MOVE
Definition SndItemID.h:1074
@ SE_PLY_CROWN_ACC
Definition SndItemID.h:3105
@ SE_OBJ_BOSS_SHIP_PRPL_MORTON
Definition SndItemID.h:2747
@ SE_VOC_KO_ROPE_RELEASE
Definition SndItemID.h:1681
@ SE_VOC_MF3_HIP_ATTACKED
Definition SndItemID.h:457
@ SE_EMY_CHOROPU_APP
Definition SndItemID.h:1300
@ SE_VOC_MM4_DAMAGE_FREEZE
Definition SndItemID.h:255
@ SE_PLY_HIP_ATTACK
Definition SndItemID.h:637
@ SE_VOC_LU_ROPE_RELEASE
Definition SndItemID.h:1612
@ SE_SYS_MAP_TOUCH_SCROLL_LV
Definition SndItemID.h:2710
@ SE_BOSS_LUDWIG_MAGIC_MAKE
Definition SndItemID.h:2103
@ SE_VOC_KO_CLEAR_ANOTHER
Definition SndItemID.h:1707
@ SE_OBJ_TATE_KINO_UP
Definition SndItemID.h:2462
@ SE_VOC_KO2_CLIFF_DOWN
Definition SndItemID.h:1751
@ SE_SYS_AP_PUT_SMALLBLOCK_DOWN
Definition SndItemID.h:2641
@ SE_BOSS_JR_FLOOR_BREAK
Definition SndItemID.h:2149
@ SE_VOC_LAR_CS_JUMP_F
Definition SndItemID.h:1813
@ SE_DEMO_ED_C30_V_MARIO_ANSWER
Definition SndItemID.h:889
@ SE_BOSS_LEMMY_B_BALL_RUSH
Definition SndItemID.h:2037
@ SE_VOC_MF2_CS_FALL_INTO_MAP
Definition SndItemID.h:348
@ SE_VOC_BIGBUN_JUMP
Definition SndItemID.h:2848
@ WSDSET_SE_SYS_CS
Definition SndItemID.h:3247
@ SE_PLY_FOOTNOTE_CS_YOSHI_L
Definition SndItemID.h:2256
@ SE_VOC_MM3_CLEAR_BOSS
Definition SndItemID.h:204
@ SE_OBJ_PEA_TREE_VINE_SWING
Definition SndItemID.h:2781
@ BANK_SE_BASE
Definition SndItemID.h:3331
@ SE_EMY_LIFT_LINE_ACTIVE
Definition SndItemID.h:1323
@ SE_VOC_MM1_INTO_SANDPILLAR
Definition SndItemID.h:64
@ SE_VOC_MF4_CLIFF_DIVE
Definition SndItemID.h:503
@ SE_VOC_LU_PLAYER_JOIN_MAME
Definition SndItemID.h:1579
@ SE_OBJ_FIREBALL_SPLASH
Definition SndItemID.h:1348
@ SE_SYS_BTN_OVER_OFF
Definition SndItemID.h:700
@ SE_EMY_KAMECK_FLY_START
Definition SndItemID.h:2955
@ SE_DEMO_ED_C30_KO_FN
Definition SndItemID.h:884
@ SE_VOC_MM1_SCROLL_OUT
Definition SndItemID.h:58
@ SE_OBJ_ICE_BLOCK_LAND
Definition SndItemID.h:2782
@ SE_VOC_MM1_PJ_SPIN_JUMP_MAME
Definition SndItemID.h:22
@ SE_VOC_KP_L_DAMAGE
Definition SndItemID.h:2873
@ SE_OBJ_FIREBALL_DISAPP
Definition SndItemID.h:1349
@ SE_EMY_FUMU_7
Definition SndItemID.h:1141
@ SE_EMY_KURIBO_L_DAMAGE_03
Definition SndItemID.h:1278
@ SE_BOSS_ROY_LIFT_APPEAR
Definition SndItemID.h:2976
@ SE_OBJ_CS_DARK_CLOUD_DISAPPEAR
Definition SndItemID.h:3199
@ SE_BOSS_KAMECK_FLY
Definition SndItemID.h:2127
@ SE_OBJ_CS_WARP_CANNON_SHOT
Definition SndItemID.h:940
@ SE_VOC_WEN_LOSE_L
Definition SndItemID.h:1861
@ SE_VOC_MA_CLIFF_DOWN
Definition SndItemID.h:1544
@ SE_OBJ_NEW_ROAD
Definition SndItemID.h:2353
@ SE_VOC_MF2_CS_DECIDE_JOIN
Definition SndItemID.h:352
@ SE_PLY_LAND_BLOWSAND
Definition SndItemID.h:1042
@ SE_VOC_MF3_CS_COURSE_IN_MULTI
Definition SndItemID.h:414
@ SE_VOC_JR_CHOUHATSU1
Definition SndItemID.h:3017
@ SE_BOSS_JR_CROWN_BOUND
Definition SndItemID.h:3028
@ SE_VOC_MF2_PJ_JUMP_MAME
Definition SndItemID.h:345
@ SEQSET_SE_VOLCANO_copy0
Definition SndItemID.h:3292
@ SE_BOSSJR_FOOT_R
Definition SndItemID.h:3093
@ SE_VOC_MM1_QUAKE
Definition SndItemID.h:65
@ SE_BOSS_WENDY_SHELL_ROLL
Definition SndItemID.h:3005
@ SE_VOC_LU_YOSHI_JUMP
Definition SndItemID.h:1605
@ SE_OBJ_STORE_STAR_COIN
Definition SndItemID.h:2453
@ SE_VOC_MM3_CLIFF_UP
Definition SndItemID.h:179
@ SE_SYS_COMPLETE_MESSAGE_GREEN
Definition SndItemID.h:718
@ SE_VOC_JR_JAB_L
Definition SndItemID.h:906
@ SE_OBJ_PNGN_ICEBALL_DISAPP
Definition SndItemID.h:783
@ SE_AMB_BROOM_W3
Definition SndItemID.h:2833
@ SE_VOC_LU_CS_FALL_INTO_MAP
Definition SndItemID.h:1586
@ SE_VOC_MF2_CLIFF_DOWN
Definition SndItemID.h:375
@ SE_EMY_KAME_KERU
Definition SndItemID.h:1168
@ SE_VOC_KO_JR_A_BATTLE_APP
Definition SndItemID.h:1675
@ SE_VOC_CS_W7_KMC_DAMAGED
Definition SndItemID.h:3174
@ SE_VOC_MM1_CANNON_SHOT_S
Definition SndItemID.h:51
@ SE_OBJ_CS_SHIP_B_LAST_EXPLOSION_S
Definition SndItemID.h:2819
@ SE_SYS_CH_SCORE_PAGE_OUT
Definition SndItemID.h:709
@ SE_SYS_CE_DEL_COIN
Definition SndItemID.h:752
@ SE_OBJ_LIFTMARUTA_ROLL
Definition SndItemID.h:1419
@ SE_VOC_MM4_DAMAGE_POISON
Definition SndItemID.h:256
@ SE_VOC_CS_CMN_BUN_IKAKU
Definition SndItemID.h:942
@ SE_VOC_KP_L_JUMP
Definition SndItemID.h:2871
@ SE_OBJ_CS_WARP_CANNON_FLY
Definition SndItemID.h:2794
@ BANK_SE_VOC_MORTON
Definition SndItemID.h:3355
@ SE_VOC_MM4_DAMAGE_EATEN
Definition SndItemID.h:258
@ SE_VOC_JR_TALK_KMC1
Definition SndItemID.h:3084
@ SE_VOC_CS_RED_KO_AWAWA
Definition SndItemID.h:3208
@ SEQSET_SE_MENU_copy0
Definition SndItemID.h:3277
@ SE_SYS_FEVER_STEP9
Definition SndItemID.h:2673
@ SE_PLY_JUMP_CLIFF
Definition SndItemID.h:1075
@ BANK_SE_ENEMY_01
Definition SndItemID.h:3367
@ SE_VOC_MF2_JUMP_2ND
Definition SndItemID.h:362
@ SE_VOC_MF1_NAGERU
Definition SndItemID.h:295
@ SE_DEMO_ED_C10_LAND1_JR
Definition SndItemID.h:863
@ STRM_BGM_OBAKE
Definition SndItemID.h:2597
@ SE_VOC_MA_CANNON_SHOT_S
Definition SndItemID.h:1545
@ SE_VOC_LEM_ESC_JUMP
Definition SndItemID.h:1848
@ SE_VOC_KINOPIO_HEY
Definition SndItemID.h:2860
@ SE_EMY_DOSSUN
Definition SndItemID.h:1291
@ STRM_BGM_MULTI_RESULT
Definition SndItemID.h:541
@ SE_SYS_BM_COURSE_PAGE_OUT
Definition SndItemID.h:713
@ SE_PLY_FOOTNOTE_CS_ROCK
Definition SndItemID.h:2237
@ SE_BOSS_WENDY_SLIP_ICE
Definition SndItemID.h:3007
@ SE_BOSS_LARRY_RAMP_JUMP
Definition SndItemID.h:2012
@ SE_VOC_PCH_WAVE_TO_PLAYER
Definition SndItemID.h:806
@ SE_VOC_MF2_GET_PRIZE
Definition SndItemID.h:403
@ SEQ_BGM_MAP
Definition SndItemID.h:2557
@ SE_MG_IH_FENCE_HIT
Definition SndItemID.h:2207
@ SE_VOC_MM4_DAMAGE_LAST
Definition SndItemID.h:250
@ SE_OBJ_CS_SHIP_B_FIRST_UPDOWN
Definition SndItemID.h:2817
@ SE_VOC_MF3_YOSHI_JUMP
Definition SndItemID.h:429
@ PLAYER_SE_EMY
Definition SndItemID.h:3420
@ SE_OBJ_GOOD_ITEM_APPEAR
Definition SndItemID.h:2475
@ SE_VOC_IGG_FALL_INTO_MAP
Definition SndItemID.h:1895
@ SE_VOC_KO2_INTO_SANDPILLAR
Definition SndItemID.h:1765
@ SE_OBJ_SPIN_KINOKO_REVERT
Definition SndItemID.h:1435
@ SE_OBJ_SWITCH_APP_AGAIN
Definition SndItemID.h:1381
@ GROUP_BGM_SHADOW
Definition SndItemID.h:3470
@ WSD_BGM_SELECT_W9
Definition SndItemID.h:538
@ SE_VOC_MF1_ROPE_RELEASE
Definition SndItemID.h:306
@ SE_VOC_KMC_DEMO_LAUGH
Definition SndItemID.h:899
@ SE_SYS_MAP_VIEW_MOVING
Definition SndItemID.h:2308
@ SE_VOC_MM1_CANNON_SHOT
Definition SndItemID.h:52
@ SE_BOSS_JR_CLOWN_PUNCH_ATTACK
Definition SndItemID.h:3042
@ SE_VOC_MM3_DAMAGE_FIRE
Definition SndItemID.h:189
@ SE_VOC_KO_FLOOR_FALL
Definition SndItemID.h:1714
@ SE_VOC_MF3_ITEM_COMPLETE
Definition SndItemID.h:460
@ SE_AMB_WATERPILLAR_SPOUT
Definition SndItemID.h:2727
@ SE_VOC_MF1_TIMEUP
Definition SndItemID.h:316
@ SE_VOC_MM4_CLEAR_NORMAL
Definition SndItemID.h:266
@ SE_VOC_MF2_CS_CHASE_SHIP
Definition SndItemID.h:355
@ SE_VOC_LU_FLOOR_FALL
Definition SndItemID.h:1646
@ SE_PLY_KABE_KICK
Definition SndItemID.h:1051
@ SE_VOC_MM3_TIMEUP
Definition SndItemID.h:186
@ SE_SYS_DIALOGUE_SWITCH
Definition SndItemID.h:665
@ SE_DEMO_ED_C10_V_KP_NOTICE
Definition SndItemID.h:870
@ BANK_SE_VOC_COURSE_KO
Definition SndItemID.h:3345
@ SE_VOC_BAKU_EATEN
Definition SndItemID.h:2425
@ SE_OBJ_GET_THUNDER
Definition SndItemID.h:2455
@ SE_OBJ_PNGN_ICE_THAW
Definition SndItemID.h:1353
@ SE_OBJ_PEACH_COME_DOWN
Definition SndItemID.h:1497
@ SE_BOSS_JR_CLOWN_POSE
Definition SndItemID.h:3040
@ BANK_BGM_MINIGAME
Definition SndItemID.h:3400
@ SE_VOC_CS_CMN_KO_COURSE_CLEAR
Definition SndItemID.h:3196
@ SE_SYS_SCROLL_LIST_BTN_MOVE_LV
Definition SndItemID.h:2694
@ SE_VOC_MF1_CLEAR_ANOTHER
Definition SndItemID.h:332
@ SE_VOC_MF3_PLAYER_JOIN
Definition SndItemID.h:407
@ SE_BOSS_KK_SHIKO
Definition SndItemID.h:2898
@ SE_VOC_MF3_CLIFF_DIVE
Definition SndItemID.h:438
@ SE_BOSS_KOOPA_ATTACK
Definition SndItemID.h:927
@ SE_VOC_MF1_MOTIAGE
Definition SndItemID.h:294
@ SE_DEMO_ED_C30_V_PCH_TALK_TO_MARIO
Definition SndItemID.h:888
@ SE_VOC_MM4_PLAYER_JOIN
Definition SndItemID.h:212
@ SEQSET_SE_GAKKI
Definition SndItemID.h:3260
@ SE_EMY_TERESA_DEAD
Definition SndItemID.h:1247
@ SE_VOC_MM2_TYUKAN
Definition SndItemID.h:133
@ SE_VOC_MOR_CS_JUMP
Definition SndItemID.h:1918
@ SE_PLY_FOOTNOTE_CS_CARPET_L
Definition SndItemID.h:2250
@ SE_SYS_BM_TIME_COUNT_FINISH
Definition SndItemID.h:2660
@ BANK_SE_SEL_COURSE
Definition SndItemID.h:3349
@ SE_VOC_MF4_DAMAGE_EATEN
Definition SndItemID.h:518
@ SE_OBJ_RC_LIFTABACUS_STOP
Definition SndItemID.h:1414
@ SE_VOC_KO2_MOTIAGE
Definition SndItemID.h:1735
@ SE_VOC_KO2_CS_COURSE_IN_MULTI
Definition SndItemID.h:1726
@ SE_MG_IH_MF3_ACTIVE_RC
Definition SndItemID.h:471
@ SE_VOC_MM2_SCROLL_OUT
Definition SndItemID.h:123
@ SE_PLY_SPLASH_POISON
Definition SndItemID.h:1089
@ SE_OBJ_FLIPPER
Definition SndItemID.h:2382
@ SE_BOSS_MORTON_GROUND_CRASH2
Definition SndItemID.h:2095
@ SE_EMY_ELCJ_APP
Definition SndItemID.h:2518
@ SE_VOC_BAKU_EATEN_L
Definition SndItemID.h:2426
@ SE_PLY_ROLLING_
Definition SndItemID.h:1048
@ SE_VOC_JR_CHARGE
Definition SndItemID.h:1954
@ SE_EMY_DOWN_SPIN
Definition SndItemID.h:1150
@ WSD_BGM_COIN_EDIT
Definition SndItemID.h:544
@ SE_VOC_MF3_QUAKE
Definition SndItemID.h:455
@ SE_VOC_MA_GOAL_POLE_CATCH
Definition SndItemID.h:1541
@ SE_VOC_ROY_LOSE_S1
Definition SndItemID.h:1823
@ BANK_SE_VOC_JR
Definition SndItemID.h:3359
@ SE_VOC_MF4_PJ_SPIN_JUMP
Definition SndItemID.h:476
@ SE_BOSS_IGGY_MAGIC_MAKE
Definition SndItemID.h:2072
@ SE_VOC_KO2_FLOOR_FALL
Definition SndItemID.h:1780
@ SE_VOC_MA_CLIFF_DIVE
Definition SndItemID.h:1542
@ SE_VOC_KP_DAMAGE_FIRST
Definition SndItemID.h:917
@ SE_EMY_HANABI_TAME
Definition SndItemID.h:2499
@ SE_VOC_MF4_ROPE_FALL
Definition SndItemID.h:500
@ SE_SYS_FEVER_STEP8
Definition SndItemID.h:2672
@ SE_OBJ_CS_DOOR_OPEN_KOOPA
Definition SndItemID.h:2274
@ SE_AMB_WATERPILLAR_SIGN
Definition SndItemID.h:2726
@ SE_DEMO_OP_C70_LAND_SLIP
Definition SndItemID.h:854
@ SE_AMB_THUNDER
Definition SndItemID.h:2522
@ SE_BOSS_LEMMY_L_BALL_LAND
Definition SndItemID.h:2043
@ SE_SYS_MAP_RETURN_POINT
Definition SndItemID.h:2711
@ SE_OBJ_TREASURE_BOX_APP
Definition SndItemID.h:1332
@ SE_PLY_LAND_MANTA
Definition SndItemID.h:1043
@ SE_VOC_KO2_CS_ENCOUNT
Definition SndItemID.h:1729
@ SE_MG_IH_LU_ACTIVE_RC
Definition SndItemID.h:2204
@ SE_VOC_KP_JUMP_L
Definition SndItemID.h:1968
@ WSDSET_SE_VOC_MiiWOMAN2
Definition SndItemID.h:3222
@ PLAYER_SE_SYS_RC_CNCT
Definition SndItemID.h:3428
@ SE_VOC_WEN_NOTICE3
Definition SndItemID.h:1864
@ SE_OBJ_ITEM_PRPL_APPEAR
Definition SndItemID.h:1338
@ SE_OBJ_CS_WEN_PROPELLER
Definition SndItemID.h:2803
@ WSDSET_BGM_HIKOUSEN
Definition SndItemID.h:3231
@ _SE_MG_CM_CANNON_MOVE
Definition SndItemID.h:2652
@ SE_BOSS_WENDY_WATER_UP
Definition SndItemID.h:2061
@ SE_SYS_GOAL_RING
Definition SndItemID.h:2689
@ SE_BOSS_IGGY_SHELL_ROLL
Definition SndItemID.h:2074
@ SE_OBJ_FENCE_TURN_L_FIN
Definition SndItemID.h:1483
@ SE_SYS_RANK_APP_2
Definition SndItemID.h:683
@ SE_PLY_CSDEMO_KURI_LOOK
Definition SndItemID.h:2292
@ SE_VOC_MM3_TIMEUP_MULTI
Definition SndItemID.h:187
@ SE_VOC_MF1_CS_COURSE_IN_MULTI
Definition SndItemID.h:284
@ SE_OBJ_FENCE_TURN_L
Definition SndItemID.h:1482
@ SE_VOC_CS_CMN_BUN_MISS
Definition SndItemID.h:951
@ SE_VOC_MF4_CS_ENCOUNT
Definition SndItemID.h:483
@ STRM_BGM_HIKOUSENBOSS_CREAR
Definition SndItemID.h:595
@ SE_EMY_CS_SHA_FIGHTING
Definition SndItemID.h:961
@ SE_VOC_JR_CHARGE_POWER
Definition SndItemID.h:905
@ SE_MG_SH_ITEM_NG
Definition SndItemID.h:2648
@ SE_PLY_JUMP_HIGH
Definition SndItemID.h:624
@ SE_VOC_MF4_CLIFF_DOWN
Definition SndItemID.h:505
@ SE_VOC_BUN_DOWN_JUMP
Definition SndItemID.h:2841
@ SE_BOSS_CS_JUMP
Definition SndItemID.h:2281
@ SE_VOC_IGG_DAMAGE_L
Definition SndItemID.h:1882
@ SE_VOC_CS_CMN_BUN_COURSE_IN
Definition SndItemID.h:950
@ SE_VOC_MM4_PJ_SPIN_JUMP
Definition SndItemID.h:216
@ SE_OBJ_ICE_S_THAW
Definition SndItemID.h:1358
@ SE_EMY_KPJR_DAMAGE_V
Definition SndItemID.h:2385
@ SE_PLY_FOOTNOTE_CS_WATER
Definition SndItemID.h:2245
@ SE_OBJ_KAKIKAE_B_DISAPPEAR
Definition SndItemID.h:2766
@ SE_PLY_QUAT
Definition SndItemID.h:989
@ SE_OBJ_KAKIKAE_B_APPEAR
Definition SndItemID.h:2765
@ STRM_BGM_MINIGAME_FANFARE_GOOD
Definition SndItemID.h:552
@ SE_BOSS_JR_CANNON_SHOT
Definition SndItemID.h:2166
@ SE_DEMO_ED_C30_MARIO_FN2
Definition SndItemID.h:892
@ SE_BOSS_LUDWIG_DISAPPEAR
Definition SndItemID.h:2983
@ SE_VOC_SHA_ESCAPE
Definition SndItemID.h:817
@ SE_VOC_MF2_CLEAR_MULTI
Definition SndItemID.h:398
@ SE_AMB_JR_EARTHQUAKE
Definition SndItemID.h:3054
@ SE_VOC_JR_CRYING
Definition SndItemID.h:925
@ SE_EMY_BIRIKYU_SPARK
Definition SndItemID.h:1224
@ SE_VOC_MF3_CS_SHOVED
Definition SndItemID.h:419
@ SE_EMY_CS_MOVE_W8_BUBBLE_APP
Definition SndItemID.h:2306
@ BANK_SE_EMY_COURSE
Definition SndItemID.h:3340
@ SE_BOSS_CMN_DAMAGE_FIRE
Definition SndItemID.h:2000
@ SE_EMY_ELCJ_CHARGE
Definition SndItemID.h:2519
@ SE_OBJ_POW_BLOCK_QUAKE
Definition SndItemID.h:1366
@ SE_VOC_KO_CANNON_SHOT
Definition SndItemID.h:1687
@ STRM_BGM_HIKOUSEN
Definition SndItemID.h:574
@ SE_VOC_MM3_DAMAGE_EATEN
Definition SndItemID.h:193
@ SE_AMB_SANDPILLAR_SIGN
Definition SndItemID.h:1502
@ SE_EMY_KPJR_GUARD_ON
Definition SndItemID.h:2390
@ SE_VOC_LU_CANNON_SHOT
Definition SndItemID.h:1618
@ SE_VOC_MF4_ITEM_COMPLETE
Definition SndItemID.h:525
@ SE_MG_CM_PANEL_NG_CNT
Definition SndItemID.h:2656
@ SE_SYS_CB_COURSE_PAGE_OUT
Definition SndItemID.h:715
@ SE_BOSS_CMN_STOMPED_LAST2
Definition SndItemID.h:1999
@ SE_AMB_BROOM_W1
Definition SndItemID.h:2831
@ SE_VOC_MA_CLEAR_ANOTHER
Definition SndItemID.h:1566
@ SE_BOSS_JR_CROWN_TURN
Definition SndItemID.h:3025
@ SE_PLY_MOVE_ROLLING
Definition SndItemID.h:1098
@ SE_VOC_JR_READY
Definition SndItemID.h:3019
@ SE_VOC_LU_PJ_JUMP_MAME
Definition SndItemID.h:1581
@ SE_VOC_KP_L_DAMAGE_FIFTH
Definition SndItemID.h:3125
@ SE_VOC_KO2_DAMAGE_LAST
Definition SndItemID.h:1756
@ SE_EMY_FUMU_6
Definition SndItemID.h:1140
@ SE_EMY_BUNBUN_MAWASU_YOKO
Definition SndItemID.h:2926
@ SE_EMY_MAMEKURIBO_CLINGING_NOW
Definition SndItemID.h:1271
@ SE_VOC_MA_PRPL_JUMP
Definition SndItemID.h:1536
@ SE_SYS_THREE_UP_RC
Definition SndItemID.h:740
@ SE_VOC_MM2_ROPE_FALL
Definition SndItemID.h:110
@ SE_BOSS_LEMMY_BALL_TO_L
Definition SndItemID.h:2053
@ SE_VOC_MM2_CLIFF_UP
Definition SndItemID.h:114
@ SE_OBJ_YOUGAN_ABUKU
Definition SndItemID.h:2355
@ SE_VOC_KO2_DAMAGE_FIRE
Definition SndItemID.h:1760
@ SE_VOC_MM3_CS_JUMP
Definition SndItemID.h:156
@ SE_BOSS_IGGY_WANWAN_L_TO_M
Definition SndItemID.h:2089
@ SE_BOSS_IGGY_FOOT_L
Definition SndItemID.h:3058
@ SE_PLY_HIT_GENERAL_OBJ
Definition SndItemID.h:1370
@ SE_VOC_MF4_GET_PRIZE
Definition SndItemID.h:533
@ SE_VOC_MM4_CLIFF_UP
Definition SndItemID.h:244
@ SE_VOC_MF2_SURPRISED_PEACH
Definition SndItemID.h:933
@ SE_SYS_FEVER_STEP4
Definition SndItemID.h:2668
@ SE_VOC_LAR_SHELL_OUT
Definition SndItemID.h:1799
@ SE_VOC_YS_YOSHI
Definition SndItemID.h:15
@ SE_VOC_KMC_BRING_IT
Definition SndItemID.h:1948
@ SE_OBJ_CS_WARP_CANNON_APP
Definition SndItemID.h:2792
@ SE_SYS_GOTO_MOVIE
Definition SndItemID.h:676
@ SE_OBJ_CS_SHIP_A_LAST_ESCAPE
Definition SndItemID.h:2816
@ SE_BOSS_JR_FOOT_L
Definition SndItemID.h:3092
@ SE_PLY_FOOTNOTE_DIRT
Definition SndItemID.h:991
@ SE_OBJ_SNOWBALL_GROUND
Definition SndItemID.h:792
@ SE_OBJ_DAIKONBOU_B_LAND
Definition SndItemID.h:1463
@ STRM_BGM_HIKOUSEN_BOSS_FAST
Definition SndItemID.h:594
@ SE_VOC_LUD_NOTICE1
Definition SndItemID.h:1930
@ SE_OBJ_ROCK_LAND
Definition SndItemID.h:1441
@ SE_OBJ_KK_THUNDER
Definition SndItemID.h:2728
@ GROUP_BGM_SHIRO_BOSS
Definition SndItemID.h:3463
@ SE_PLY_FOOTNOTE_HASHIGO_FE_
Definition SndItemID.h:1017
@ SE_VOC_MM3_DAMAGE_LAST
Definition SndItemID.h:185
@ SE_VOC_MF4_PRPL_JUMP
Definition SndItemID.h:497
@ SE_PLY_YOSHI_EAT_NUT_2
Definition SndItemID.h:1344
@ SE_OBJ_CS_DOOR_OPEN_STRONG_KOOPA
Definition SndItemID.h:2275
@ SE_VOC_PCH_LAST_BATTLE_HELP_MA
Definition SndItemID.h:1794
@ BANK_VOC_KINOPIO
Definition SndItemID.h:3409
@ STRM_BGM_ROAD_TO_LAST_FAST
Definition SndItemID.h:600
@ SE_VOC_LU_CLEAR_LAST_BOSS
Definition SndItemID.h:1642
@ SE_BOSS_IGGY_WANWAN_TO_L
Definition SndItemID.h:2088
@ SE_EMY_WANWAN_KUSARI
Definition SndItemID.h:1217
@ SE_SYS_SELECT_WORLD
Definition SndItemID.h:2322
@ SE_VOC_LEM_BRING_IT
Definition SndItemID.h:1850
@ SE_PLY_TARZAN_KUSARI
Definition SndItemID.h:1071
@ SE_PLY_FOOTNOTE_YOSHI
Definition SndItemID.h:1021
@ STRM_BGM_LAST_BOSS2
Definition SndItemID.h:579
@ SE_VOC_IGG_MAGIC_MAKE
Definition SndItemID.h:1873
@ SE_BOSS_ROY_DOWN_LAND2
Definition SndItemID.h:2024
@ SE_VOC_BKK_TRANSFORM
Definition SndItemID.h:799
@ SE_VOC_KO2_PLAYER_DECID_MAME
Definition SndItemID.h:1724
@ SE_EMY_SR_MG_KILLER_SHOT
Definition SndItemID.h:1215
@ SE_EMY_CS_MOVE_W3_ICEBROS
Definition SndItemID.h:2301
@ SE_VOC_KO_CLEAR_LAST_BOSS
Definition SndItemID.h:1710
@ SE_VOC_MF2_PNGN_SLIDE
Definition SndItemID.h:368
@ SE_VOC_MF3_PJ_SPIN_JUMP
Definition SndItemID.h:411
@ SE_VOC_KP_JUMP_S
Definition SndItemID.h:1967
@ SE_VOC_MF2_SAVE_PRINCESS
Definition SndItemID.h:401
@ SE_BOSS_MORTON_DOWN_LAND3
Definition SndItemID.h:2099
@ SE_VOC_MF1_SURPRISED_PEACH
Definition SndItemID.h:932
@ SE_PLY_BREAK_FREE_YOSHI
Definition SndItemID.h:1113
@ SE_VOC_PCH_NOTICE2
Definition SndItemID.h:1792
@ SE_VOC_MF4_CS_NOTICE_JR
Definition SndItemID.h:486
@ SE_PLY_CSDEMO_KURI_TAKEAWAY
Definition SndItemID.h:2293
@ SE_PLY_PNGN_WATER_SLIDE
Definition SndItemID.h:1117
@ SE_BOSS_JR_CROWN_LAND2
Definition SndItemID.h:2144
@ SE_VOC_CS_MA_SHIP_CLEAR
Definition SndItemID.h:3134
@ SE_EMY_BIG_KALON_REVIVAL_HEAD
Definition SndItemID.h:1233
@ SE_OBJ_DOKAN_APP
Definition SndItemID.h:2508
@ SE_OBJ_GET_RED_COIN_6
Definition SndItemID.h:778
@ SE_VOC_JR_BOMB_THROW
Definition SndItemID.h:3036
@ SE_VOC_CS_KO2_CAPTURED
Definition SndItemID.h:3133
@ SE_OBJ_CS_SHIP_B_LAST_ESCAPE
Definition SndItemID.h:2818
@ WSD_BGM_BGM_LAST_BOSS_FANFARE_LR_RY_32
Definition SndItemID.h:549
@ SE_VOC_MF4_TIMEUP_MULTI
Definition SndItemID.h:512
@ SE_VOC_CS_W1_KMC_LAUGH
Definition SndItemID.h:941
@ SE_OBJ_HANABI_DON
Definition SndItemID.h:2501
@ SE_OBJ_LIFT_LIMIT_2
Definition SndItemID.h:1425
@ SE_BOSS_LUDWIG_BIG_JUMP
Definition SndItemID.h:2986
@ SE_EMY_CHOROPU_M_SPANNER
Definition SndItemID.h:1308
@ SE_EMY_MENBO_SHOOT
Definition SndItemID.h:2422
@ SE_MG_IH_MM1_ACTIVE_TV
Definition SndItemID.h:80
@ SE_SYS_CH_SCORE_PAGE_IN
Definition SndItemID.h:708
@ SE_VOC_MM3_HIP_ATTACKED
Definition SndItemID.h:197
@ SE_SYS_VS_COUNT_LAST_
Definition SndItemID.h:2511
@ SE_AMB_BROOM_W4
Definition SndItemID.h:2834
@ SE_VOC_MF2_HIP_ATTACKED
Definition SndItemID.h:392
@ SE_VOC_MF3_CANNON_SHOT_S
Definition SndItemID.h:441
@ SEQSET_RP_SE_BOSS_IGGY
Definition SndItemID.h:3323
@ BANK_SE_VOC_LUDWIG
Definition SndItemID.h:3356
@ BANK_SE_COURSE_BASE
Definition SndItemID.h:3382
@ SE_VOC_MM4_NAGERU
Definition SndItemID.h:230
@ SE_VOC_MM2_CONTINUE
Definition SndItemID.h:97
@ SEQ_BGM_BONUS_FAST_V
Definition SndItemID.h:2567
@ SE_EMY_CS_DARK_KMC_MAGIC
Definition SndItemID.h:3163
@ SE_VOC_MM1_PJ_SPIN_JUMP
Definition SndItemID.h:21
@ SE_VOC_ROY_CS_JUMP_F
Definition SndItemID.h:1835
@ SE_VOC_MF1_GET_STAR
Definition SndItemID.h:329
@ SE_OBJ_TARU_BREAK
Definition SndItemID.h:1448
@ GROUP_BGM_SHIRO
Definition SndItemID.h:3458
@ SE_EMY_KAMECK_FLY_STOP
Definition SndItemID.h:2954
@ SE_VOC_MA_CONTINUE_COURSE
Definition SndItemID.h:1527
@ SE_OBJ_DAIKONBOU_L_REVERT_F
Definition SndItemID.h:1478
@ SE_PLY_MSSB_JUMP
Definition SndItemID.h:2604
@ SE_AMB_SEA_WAVE
Definition SndItemID.h:2360
@ SE_OBJ_CS_AMIDA_RAIMBOW_APPEAR
Definition SndItemID.h:3149
@ SE_PLY_CH_YOSHI_LIGHT
Definition SndItemID.h:642
@ STRM_BGM_BONUS_FAST
Definition SndItemID.h:2594
@ SE_BOSS_KAMECK_APPEAR
Definition SndItemID.h:2965
@ SE_OBJ_RADAR_ONPU_4_1
Definition SndItemID.h:1131
@ SE_OBJ_GOAL_HANABI
Definition SndItemID.h:2456
@ SE_VOC_KO2_SURPRISED_PEACH
Definition SndItemID.h:3129
@ SE_VOC_WC_MOVE
Definition SndItemID.h:2906
@ SE_VOC_MM3_ITEM_COMPLETE
Definition SndItemID.h:200
@ STRM_BGM_KAZAN_TIKA_FAST
Definition SndItemID.h:2602
@ SE_PLY_FOOTNOTE_CS_PNGN_L
Definition SndItemID.h:2254
@ SE_PLY_3RDJUMP
Definition SndItemID.h:604
@ SE_VOC_WEN_LOSE_S2
Definition SndItemID.h:1860
@ SE_BOSS_JR_BOMB_BOUND
Definition SndItemID.h:2171
@ SE_PLY_CS_CHANGE_MSSB
Definition SndItemID.h:2797
@ SEQ_BGM_SABAKU_FAST_V
Definition SndItemID.h:2543
@ SE_VOC_IGG_BRING_IT
Definition SndItemID.h:1896
@ SE_VOC_ROY_SHELL_OUT
Definition SndItemID.h:1816
@ SE_GAKKI_R_1_OFF
Definition SndItemID.h:981
@ SE_OBJ_DDOOR_OPEN
Definition SndItemID.h:1390
@ SE_VOC_MF4_CS_COMPLETE_DEMO
Definition SndItemID.h:532
@ SE_SYS_BACK_BTN_OVER_OFF
Definition SndItemID.h:2691
@ SEQSET_SE_ENEMY_02_copy0
Definition SndItemID.h:3285
@ SE_VOC_MM4_JUMP_2ND
Definition SndItemID.h:232
@ SE_SYS_VS_STAR_APP
Definition SndItemID.h:2514
@ SE_VOC_KO_CS_DECIDE_JOIN
Definition SndItemID.h:1662
@ SE_VOC_KO_PJ_JUMP_MAME
Definition SndItemID.h:1653
@ SE_SYS_CURSOR_REPEAT
Definition SndItemID.h:2323
@ SE_VOC_LAR_NOTICE1
Definition SndItemID.h:1804
@ SE_OBJ_BIG_ROCK_ROLL
Definition SndItemID.h:2383
@ SE_BOSS_IGGY_SHELL_CRASH
Definition SndItemID.h:2075
@ SE_VOC_MF4_PJ_JUMP
Definition SndItemID.h:474
@ SE_VOC_MM2_CS_COURSE_MISS
Definition SndItemID.h:90
@ SE_PLY_JUMPDAI_HIGH
Definition SndItemID.h:1393
@ SE_OBJ_IWAHEM_SHOCK
Definition SndItemID.h:2760
@ SE_VOC_MM1_CLEAR_NORMAL
Definition SndItemID.h:71
@ SE_VOC_BUN_JUMP
Definition SndItemID.h:797
@ SE_VOC_MM2_YOSHI_JUMP
Definition SndItemID.h:104
@ SE_VOC_MM4_CS_CHASE_SHIP
Definition SndItemID.h:225
@ _SE_OBJ_CS_DARK_CLOUD_DISAPPEAR
Definition SndItemID.h:948
@ SE_VOC_CS_CMN_SHA_COURSE_IN
Definition SndItemID.h:958
@ SE_VOC_MOR_LOSE_L
Definition SndItemID.h:1909
@ SE_BOSS_JR_STOMPED_LAST
Definition SndItemID.h:3029
@ BANK_SE_ENEMY_06
Definition SndItemID.h:3372
@ BANK_BGM_KAZAN
Definition SndItemID.h:3397
@ SE_VOC_MF1_DAMAGE_FREEZE
Definition SndItemID.h:320
@ SE_PLY_FOOTNOTE_WOOD
Definition SndItemID.h:1013
@ SE_OBJ_TRPLN_BOUND
Definition SndItemID.h:1394
@ SE_SYS_FEVER_STEP6
Definition SndItemID.h:2670
@ SE_VOC_MA_NAGERU
Definition SndItemID.h:1529
@ SE_EMY_CHOROPU_M_APP
Definition SndItemID.h:1306
@ STRM_BGM_KAZAN_TIKA
Definition SndItemID.h:2601
@ PLAYER_SE_EMY_ENABLE
Definition SndItemID.h:3421
@ SE_VOC_MF1_PLAYER_JOIN_MAME
Definition SndItemID.h:278
@ SE_EMY_PATAMET_STEP_3
Definition SndItemID.h:1315
@ SE_VOC_LU_ROPE_FALL
Definition SndItemID.h:1611
@ SE_VOC_KMC_WAKE1
Definition SndItemID.h:1945
@ SE_PLY_SPLASH_OUT
Definition SndItemID.h:1092
@ SE_EMY_CS_CMN_SHA_FN_L
Definition SndItemID.h:3203
@ SE_VOC_MM4_TYUKAN
Definition SndItemID.h:263
@ SE_BOSS_CS_KAMECK_FLY_SHIP
Definition SndItemID.h:2316
@ SE_VOC_MM3_CS_COURSE_MISS
Definition SndItemID.h:155
@ STRM_BGM_SANBASHI_FAST
Definition SndItemID.h:2586
@ BANK_BGM_KAZAN_CHIKA
Definition SndItemID.h:3403
@ SE_EMY_BATTAN_BREAK
Definition SndItemID.h:2415
@ STRM_BGM_KAZAN
Definition SndItemID.h:2599
@ SE_OBJ_SNOWBALL_CRASH
Definition SndItemID.h:791
@ SE_SYS_NINTENDO_LOGO
Definition SndItemID.h:2372
@ SE_VOC_MM2_CLEAR_BOSS
Definition SndItemID.h:139
@ SE_AMB_BROOM_W6
Definition SndItemID.h:2836
@ STRM_BGM_YUKI
Definition SndItemID.h:2581
@ SEQSET_SE_INAGAKI
Definition SndItemID.h:3326
@ SE_VOC_MA_GET_ITEM
Definition SndItemID.h:2467
@ SE_SYS_BM_MVP_APPEAR
Definition SndItemID.h:2662
@ SE_BOSS_WENDY_WATER_FALL
Definition SndItemID.h:2059
@ SE_OBJ_ITEM_APPEAR_HAUNT
Definition SndItemID.h:1336
@ SE_VOC_MM1_CONTINUE_COURSE
Definition SndItemID.h:33
@ SE_PLY_POLE_SLIDE
Definition SndItemID.h:1065
@ SE_VOC_CS_CMN_MA_ITEM_MOTIAGE
Definition SndItemID.h:3175
@ SE_VOC_MF2_CS_NOTICE_JR
Definition SndItemID.h:356
@ SE_VOC_MF4_PNGN_SLIDE
Definition SndItemID.h:498
@ SE_VOC_KO_CS_COURSE_IN_MULTI
Definition SndItemID.h:1659
@ SE_BOSS_KOOPAHAND_SWING
Definition SndItemID.h:3053
@ SE_AMB_EARTHQUAKE
Definition SndItemID.h:2359
@ SE_VOC_KO_CS_JUMP
Definition SndItemID.h:1661
@ SE_SYS_PAIRING_WINDOW_OUT
Definition SndItemID.h:681
@ SE_VOC_BIRI_L
Definition SndItemID.h:2418
@ SE_AMB_RP_W7_SHIP_WIND
Definition SndItemID.h:2759
@ SE_DEMO_OP_C30_KPHAND_APPR
Definition SndItemID.h:838
@ SEQSET_SE_ENEMY_01_copy0
Definition SndItemID.h:3284
@ SE_OBJ_RC_CANNON_MOVE
Definition SndItemID.h:1409
@ SE_EMY_MAMEKURIBO_CLING
Definition SndItemID.h:1270
@ SE_PLY_FOOTNOTE_CARPET_L
Definition SndItemID.h:1012
@ SE_VOC_MM3_INTO_SANDPILLAR
Definition SndItemID.h:194
@ SE_VOC_MF3_BALLOON_HELP
Definition SndItemID.h:443
@ SE_SYS_CH_RESULT_GET_GOLD
Definition SndItemID.h:2696
@ SE_VOC_LU_CHANGE_BIGGEST
Definition SndItemID.h:2530
@ SE_SYS_CB_TOTAL_COIN_NUM
Definition SndItemID.h:706
@ SEQ_BGM_STAR_FAST_V
Definition SndItemID.h:2571
@ SE_VOC_LUD_TRANSFORM
Definition SndItemID.h:912
@ SE_OBJ_CS_BLOCK_GEN
Definition SndItemID.h:2310
@ SE_VOC_LEM_CS_JUMP
Definition SndItemID.h:1853
@ SE_MG_CMN_FANFARE_END
Definition SndItemID.h:2198
@ SE_PLY_WALK_ON_ROPE
Definition SndItemID.h:2486
@ SE_VOC_CS_OP_KP_GOUREI
Definition SndItemID.h:967
@ SE_EMY_CHIBI_KURI_WALK
Definition SndItemID.h:2402
@ SE_SYS_CE_MENU_OUT
Definition SndItemID.h:750
@ SE_EMY_HAMMER_BROS_HAMMER
Definition SndItemID.h:1251
@ SE_PLY_CH_YOSHI_BBL_CREDIT
Definition SndItemID.h:2610
@ SE_PLY_JUMP_FENCE_S
Definition SndItemID.h:622
@ SE_BOSS_JR_CLOWN_MOVE_WATER
Definition SndItemID.h:3022
@ SE_VOC_KP_L_DAMAGE_SECOND
Definition SndItemID.h:3122
@ SE_VOC_KMC_DAMAGE_L2
Definition SndItemID.h:1943
@ SE_SYS_CS_READ_BALLOON_ON
Definition SndItemID.h:2714
@ SE_GAKKI_R_1_ON
Definition SndItemID.h:980
@ SE_PLY_FOOTNOTE_CS_CLOUD
Definition SndItemID.h:2247
@ STRM_BGM_YUKI_FAST
Definition SndItemID.h:2582
@ SE_VOC_MM4_STOMPED
Definition SndItemID.h:261
@ SE_EMY_KNUCKLER
Definition SndItemID.h:2438
@ SE_VOC_MAP_P_HELP
Definition SndItemID.h:2358
@ STRM_BGM_MG_BTL
Definition SndItemID.h:583
@ SE_BOSS_JR_KOOPAHAND_ATTACK
Definition SndItemID.h:910
@ SE_VOC_MF1_CONTINUE_COURSE
Definition SndItemID.h:293
@ SE_PLY_CH_YOSHI_BBL
Definition SndItemID.h:2609
@ SE_VOC_KO_PLAYER_JOIN_MAME
Definition SndItemID.h:1651
@ SE_VOC_KP_L_SWING_S
Definition SndItemID.h:1975
@ _SE_SYS_NICE_SS
Definition SndItemID.h:2626
@ SE_VOC_KO2_HIP_ATTACKED
Definition SndItemID.h:1768
@ WSDSET_BGM_OP
Definition SndItemID.h:3229
@ SE_VOC_MF2_BALLOON_HELP
Definition SndItemID.h:378
@ STRM_BGM_SHADOW_START
Definition SndItemID.h:561
@ BANK_BGM_WATER
Definition SndItemID.h:3392
@ SE_VOC_KP_L_STAMP
Definition SndItemID.h:2877
@ SE_EMY_IBARAMUSHI_FOOT
Definition SndItemID.h:1244
@ SE_VOC_MA_PJ_SPIN_JUMP
Definition SndItemID.h:1510
@ SE_DEMO_ED_C10_KP_CATCH_AIRSHIP
Definition SndItemID.h:877
@ SE_VOC_MM4_HUKKATSU
Definition SndItemID.h:249
@ SE_OBJ_SPIN_SCREW
Definition SndItemID.h:1429
@ SE_VOC_IGG_LOSE_S2
Definition SndItemID.h:1885
@ SE_OBJ_CS_SHIP_A_FIRST_UPDOWN
Definition SndItemID.h:2815
@ SE_EMY_CS_CMN_PUNCHED
Definition SndItemID.h:3180
@ SE_OBJ_CS_SHIP_B_LAST_FALLDOWN
Definition SndItemID.h:2821
@ RP_BANK_SE_DEMO
Definition SndItemID.h:3412
@ SEQSET_RP_SE_CS
Definition SndItemID.h:3305
@ SE_DEMO_ED_C30_V_MARIO_HUM
Definition SndItemID.h:880
@ SE_VOC_WEN_DAMAGE_L
Definition SndItemID.h:1858
@ SE_PLY_JUMP_SS
Definition SndItemID.h:627
@ SE_EMY_BUBBLE_EXTINCT
Definition SndItemID.h:1227
@ SE_OBJ_BOSS_KK_THUNDER_R
Definition SndItemID.h:2735
@ SE_EMY_REV_KOURA_FALL
Definition SndItemID.h:1207
@ SE_OBJ_ROCK_CRASH
Definition SndItemID.h:1442
@ SE_SYS_FEVER_STEP1
Definition SndItemID.h:2665
@ GROUP_BGM_MG_BTL
Definition SndItemID.h:3467
@ SE_VOC_KO2_TIMEUP
Definition SndItemID.h:1757
@ SE_SYS_RANK_STAR_COIN_TO_SCORE
Definition SndItemID.h:690
@ SE_MG_UH_RC_CANNON_SHOT
Definition SndItemID.h:2221
@ SE_VOC_MA_DAMAGE_FREEZE
Definition SndItemID.h:1554
@ SE_BOSS_KAMECK_MAGIC_SHOT
Definition SndItemID.h:2967
@ BANK_SE_VOC_LEMMY
Definition SndItemID.h:3352
@ SE_VOC_MF2_DAMAGE_FREEZE
Definition SndItemID.h:385
@ SE_VOC_MM2_CLEAR_ANOTHER
Definition SndItemID.h:137
@ SE_VOC_MF1_PJ_SPIN_JUMP
Definition SndItemID.h:281
@ SE_VOC_KP_L_FALLING
Definition SndItemID.h:2879
@ STRM_BGM_CHIJOU_FAST
Definition SndItemID.h:2576
@ SE_SYS_FEVER_STEP3
Definition SndItemID.h:2667
@ SE_EMY_YOSHI_FUMU_5
Definition SndItemID.h:1164
@ SE_VOC_ROY_QUAKE
Definition SndItemID.h:1817
@ SE_EMY_EXTINCT_BY_GREEN_COIN
Definition SndItemID.h:1184
@ SE_BOSS_CMN_FAT_SHELL_LAND
Definition SndItemID.h:1992
@ SE_EMY_WOOCHAN_MOVE
Definition SndItemID.h:2905
@ STRM_BGM_HIKOUSEN_FAST
Definition SndItemID.h:575
@ SE_VOC_BKK_DAMAGE_FROM_UNDER
Definition SndItemID.h:2865
@ SE_SYS_SLOT
Definition SndItemID.h:2469
@ SE_VOC_MF2_CANNON_SHOT_S
Definition SndItemID.h:376
@ SE_VOC_MF2_CLEAR_ANOTHER
Definition SndItemID.h:397
@ SE_EMY_HMBR_WALK
Definition SndItemID.h:2345
@ SE_OBJ_BOMB_FLASH
Definition SndItemID.h:2423
@ SE_VOC_MA_GAME_OVER
Definition SndItemID.h:1525
@ GROUP_BGM_ROAD_TO_LAST
Definition SndItemID.h:3461
@ SE_VOC_MM4_CS_COMPLETE_DEMO
Definition SndItemID.h:272
@ SE_BOSS_LEMMY_L_BOMB_LAND
Definition SndItemID.h:2972
@ SE_VOC_MM1_GET_STAR
Definition SndItemID.h:69
@ SE_VOC_MM2_DAMAGE_EATEN
Definition SndItemID.h:128
@ SE_EMY_GAMA_FUMARE
Definition SndItemID.h:2428
@ SE_VOC_LUD_FLUTTER
Definition SndItemID.h:1925
@ SE_OBJ_COIN_POP_UP_S
Definition SndItemID.h:2722
@ SE_SYS_BUTTON_SKIP
Definition SndItemID.h:669
@ SE_PLY_LAND_PNGN
Definition SndItemID.h:1046
@ SE_EMY_BUNBUN_FOOT_L
Definition SndItemID.h:820
@ SE_PLY_LAND_FENCE
Definition SndItemID.h:1077
@ SE_EMY_GABON_ROCK_THROW
Definition SndItemID.h:1296
@ SE_VOC_IGG_GUTS
Definition SndItemID.h:1880
@ SE_VOC_MF3_SCROLL_OUT
Definition SndItemID.h:448
@ SEQSET_RP_SE_BOSS_LEMMY
Definition SndItemID.h:3316
@ SE_VOC_MA_MISS_PRINCESS
Definition SndItemID.h:1576
@ SE_VOC_PCH_LAST_BATTLE_HELP_LU
Definition SndItemID.h:1795
@ SE_VOC_KO2_CLEAR_BOSS
Definition SndItemID.h:1775
@ SE_VOC_WEN_NOTICE1
Definition SndItemID.h:1862
@ SE_EMY_KG_KILLER_SHOT
Definition SndItemID.h:1212
@ SE_VOC_MF2_DAMAGE_POISON
Definition SndItemID.h:386
@ SE_DEMO_OP_C20_SHOT_CASTLE
Definition SndItemID.h:836
@ SE_EMY_DOWN_SYNC_1
Definition SndItemID.h:1176
@ SE_VOC_WEN_DAMAGE_S
Definition SndItemID.h:1857
@ SE_BOSS_CMN_MAGIC_DISAPP
Definition SndItemID.h:2008
@ SE_VOC_LAR_DAMAGE_S
Definition SndItemID.h:1800
@ SE_PLY_LAND_DIRT
Definition SndItemID.h:1035
@ SE_VOC_KO_STOMPED
Definition SndItemID.h:1701
@ SE_EMY_FUGUMANNEN_JUMP
Definition SndItemID.h:1239
@ SE_VOC_KO_QUAKE
Definition SndItemID.h:1700
@ SE_MG_IH_NOPAIR_OK
Definition SndItemID.h:2210
@ SE_EMY_PIPO_BOUND
Definition SndItemID.h:2517
@ SE_PLY_CSDEMO_KURI_APP
Definition SndItemID.h:2291
@ SE_BOSS_WOOGAN_FIRED
Definition SndItemID.h:3074
@ _SE_BOSS_JR_CROWN_LAND
Definition SndItemID.h:2143
@ SE_OBJ_PNGN_ICE_LAND
Definition SndItemID.h:1357
@ SE_SYS_WINDOW_OPEN_OTAKARA
Definition SndItemID.h:695
@ SE_EMY_CS_PAKKUN_MOUTH
Definition SndItemID.h:2787
@ SE_VOC_MA_DAMAGE_FIRE
Definition SndItemID.h:1553
@ SE_OBJ_IWAHEM_SHOCK_WATER
Definition SndItemID.h:2761
@ SE_VOC_KMC_BLOCK_MAKE
Definition SndItemID.h:901
@ _SE_BOSS_KOOPA_FLOOR_BREAK
Definition SndItemID.h:2183
@ SE_SYS_CS_MIIVERSE_BALLOON_ON
Definition SndItemID.h:2712
@ SE_PLY_FOOTNOTE_MENU
Definition SndItemID.h:2339
@ SE_OBJ_CS_MOR_PROPELLER
Definition SndItemID.h:2805
@ SE_VOC_MOR_NOTICE1
Definition SndItemID.h:1910
@ SE_VOC_MF2_MOTIAGE_PLAYER
Definition SndItemID.h:361
@ SE_VOC_LU_PJ_JUMP
Definition SndItemID.h:1580
@ SE_VOC_JR_JUMP_test
Definition SndItemID.h:896
@ SE_BOSS_LUDWIG_FLUTTER_KICK
Definition SndItemID.h:2106
@ STRM_BGM_SHIRO_BOSS_CLEAR
Definition SndItemID.h:587
@ SE_SYS_CTRL_CHANGE_WINDOW_OPEN
Definition SndItemID.h:2702
@ SE_VOC_LU_CS_NOTICE_JR
Definition SndItemID.h:1596
@ SE_AMB_SEASIDE
Definition SndItemID.h:2824
@ BANK_SE_HUGE_KURIBO
Definition SndItemID.h:3363
@ SE_OBJ_KAZAN_ROCK_L_CRASH
Definition SndItemID.h:1444
@ SE_PLY_CHANGE_SMALL
Definition SndItemID.h:1054
@ SE_VOC_KP_DAMAGE_HPDP
Definition SndItemID.h:1969
@ SE_VOC_MF1_JUMP_2ND
Definition SndItemID.h:297
@ SE_EMY_KERONPA_BOMB
Definition SndItemID.h:1221
@ SE_BOSS_LUDWIG_MAGIC_EXTINCT
Definition SndItemID.h:2105
@ SE_VOC_MM2_CS_COMPLETE_DEMO
Definition SndItemID.h:142
@ STRM_BGM_HIKOUSEN_ROUKA_FAST
Definition SndItemID.h:592
@ SE_VOC_JR_CS_FALL_OUT_CASTLE
Definition SndItemID.h:1964
@ SE_EMY_CS_CMN_SHA_LAND
Definition SndItemID.h:3204
@ SE_EMY_BIG_KALON
Definition SndItemID.h:1231
@ SE_PLY_FOOTNOTE_ROCK_L
Definition SndItemID.h:994
@ SE_VOC_MM2_CLIFF_DOWN
Definition SndItemID.h:115
@ SE_VOC_MM3_ROPE_CATCH
Definition SndItemID.h:174
@ SE_PLY_CS_JUMP_S
Definition SndItemID.h:2262
@ SE_VOC_MA_CLEAR_NORMAL
Definition SndItemID.h:1565
@ SE_VOC_KO_DAMAGE_LAST
Definition SndItemID.h:1690
@ SE_VOC_MF1_HIP_ATTACKED
Definition SndItemID.h:327
@ SEQSET_KINOPIO
Definition SndItemID.h:3308
@ SE_VOC_MM1_PJ_JUMP_MAME
Definition SndItemID.h:20
@ BANK_SE_OBJ_COURSE
Definition SndItemID.h:3341
@ SE_EMY_BUNBUN_JUMP
Definition SndItemID.h:2930
@ SE_VOC_WOG_ATTACK_SIGN
Definition SndItemID.h:3066
@ SE_AMB_WIND
Definition SndItemID.h:2822
@ SE_BOSS_JR_KICK
Definition SndItemID.h:2146
@ SE_OBJ_METAL_BOX_LAND
Definition SndItemID.h:1369
@ SE_MG_IH_MM4_ACTIVE_RC
Definition SndItemID.h:276
@ SE_EMY_WALK_PAKKUN_REACH
Definition SndItemID.h:1197
@ SE_EMY_BUNBUN_CRASH
Definition SndItemID.h:824
@ SE_OBJ_CMN_SPLASH
Definition SndItemID.h:1371
@ SE_VOC_ROY_LOSE_L
Definition SndItemID.h:1825
@ SE_VOC_LU_DAMAGE_FIRE
Definition SndItemID.h:1625
@ SE_VOC_KO_DAMAGE_FREEZE
Definition SndItemID.h:1695
@ SE_VOC_ROY_MAGIC_SHOT
Definition SndItemID.h:1814
@ SE_VOC_KO2_CLIFF_UP
Definition SndItemID.h:1750
@ SE_PLY_SWIM_KICK
Definition SndItemID.h:1082
@ SE_VOC_BKK_DAMAGE_L
Definition SndItemID.h:2867
@ SE_VOC_MF1_PJ_JUMP_MAME
Definition SndItemID.h:280
@ SE_SYS_AP_PUT_BLOCK_DOWN
Definition SndItemID.h:2634
@ SE_PLY_CS_CHANGE_PRPL
Definition SndItemID.h:2333
@ SE_BOSS_JR_TORPEDO_SHOT
Definition SndItemID.h:3030
@ SE_AMB_WATER_SURFACE_UP
Definition SndItemID.h:1500
@ SE_EMY_PATAMET_STEP_4
Definition SndItemID.h:1316
@ SE_VOC_MM2_GET_STAR
Definition SndItemID.h:134
@ SE_VOC_LUD_NOTICE3
Definition SndItemID.h:1932
@ PLAYER_START
Definition SndItemID.h:3416
@ SE_OBJ_CMN_TOUCH_HARD
Definition SndItemID.h:2773
@ SE_PLY_CATCH_IVY
Definition SndItemID.h:607
@ SE_VOC_MF4_QUAKE
Definition SndItemID.h:520
@ SE_OBJ_CS_DOOR_OPEN
Definition SndItemID.h:2268
@ SE_OBJ_CS_CMN_SHIP_TSUIRAKU
Definition SndItemID.h:954
@ SE_OBJ_KOOPA_CORPSE
Definition SndItemID.h:2472
@ SE_OBJ_KAZAN_ROCK_FALL
Definition SndItemID.h:1445
@ SE_VOC_KP_L_SWING_L
Definition SndItemID.h:1976
@ SE_VOC_MM2_QUAKE
Definition SndItemID.h:130
@ SE_OBJ_TARU_ROLL
Definition SndItemID.h:1447
@ SE_VOC_LU_JUMP_3RD
Definition SndItemID.h:1604
@ SE_BOSS_CS_DARK_KMC_FLYING_LV
Definition SndItemID.h:3162
@ SE_VOC_LU_PRPL_JUMP
Definition SndItemID.h:1608
@ SE_VOC_LU_PNGN_SLIDE
Definition SndItemID.h:1609
@ SE_VOC_MF2_PLAYER_JOIN_MAME
Definition SndItemID.h:343
@ SE_BOSS_KAMECK_BLOOM_APP
Definition SndItemID.h:2131
@ SE_SYS_VS_COUNT
Definition SndItemID.h:2623
@ SE_VOC_MM2_CLIFF_DIVE
Definition SndItemID.h:113
@ SE_VOC_IGG_NOTICE2
Definition SndItemID.h:1890
@ SE_VOC_MM4_GET_STAR
Definition SndItemID.h:264
@ SE_EMY_CMN_STEP
Definition SndItemID.h:1114
@ SE_VOC_KO2_CONTINUE_COURSE
Definition SndItemID.h:1734
@ SE_OBJ_TEKKYU_G_CRASH
Definition SndItemID.h:1457
@ SEQSET_SE_VOC_LUIGI_BASE_copy0
Definition SndItemID.h:3297
@ SE_PLY_WDOKAN_SHOT
Definition SndItemID.h:2478
@ SEQSET_SE_BOSS_COURSE
Definition SndItemID.h:3274
@ BANK_SE_ENEMY_10
Definition SndItemID.h:3364
@ SE_MG_IH_MA_ACTIVE_RC
Definition SndItemID.h:2203
@ SE_EMY_YOSHI_FUMU_4
Definition SndItemID.h:1163
@ SE_PLY_YOSHI_HIT_ENEMY
Definition SndItemID.h:1110
@ SE_OBJ_CS_GRAVE_STONE_OPEN
Definition SndItemID.h:3148
@ SE_MG_CM_PANEL_OK
Definition SndItemID.h:2650
@ SE_PLY_FOOTNOTE_ROCK_CLIMB_L
Definition SndItemID.h:996
@ SE_EMY_TOUCH_BH_HIBANA
Definition SndItemID.h:2885
@ SE_PLY_LAND_LEAF
Definition SndItemID.h:1038
@ SE_EMY_TOBIPUKU_JUMP
Definition SndItemID.h:1237
@ SE_SYS_STAR_FINISH_RC
Definition SndItemID.h:732
@ SE_EMY_PAKKUN_MOUTH
Definition SndItemID.h:1186
@ SE_OBJ_SUISHA_BUMP
Definition SndItemID.h:1421
@ SE_VOC_MM3_CLEAR_MULTI
Definition SndItemID.h:203
@ SE_SYS_AP_TOUCH_BLOCK
Definition SndItemID.h:2636
@ SE_SYS_CE_NEXT
Definition SndItemID.h:747
@ _SE_BOSS_JR_FIRE_SHOT
Definition SndItemID.h:2154
@ SE_OBJ_TOUCH_STARLIFT
Definition SndItemID.h:2775
@ SE_BOSS_JR_CLOWN_PIKA
Definition SndItemID.h:3039
@ SE_VOC_LAR_SHOVED
Definition SndItemID.h:1811
@ SE_PLY_PLAYER_FUMU
Definition SndItemID.h:2507
@ SE_EMY_BUNBUN_FUKKATSU_WATER
Definition SndItemID.h:2923
@ SE_SYS_CE_INVALID
Definition SndItemID.h:756
@ SE_SYS_VS_COUNT_LAST
Definition SndItemID.h:2624
@ SE_VOC_LU_GET_STAR
Definition SndItemID.h:1635
@ SE_VOC_MA_JR_A_BATTLE_APP
Definition SndItemID.h:1534
@ SE_PLY_CRASH_S
Definition SndItemID.h:1085
@ SE_PLY_OTHER_ON
Definition SndItemID.h:1094
@ SE_VOC_KO_PLAYER_DECIDE_MAME
Definition SndItemID.h:1657
@ SE_EMY_BK_FUMARE_BY_HUGE
Definition SndItemID.h:2401
@ SE_VOC_MF4_SCROLL_OUT
Definition SndItemID.h:513
@ SE_OBJ_BOSS_SHIP_PRPL_LEMMY
Definition SndItemID.h:2746
@ SE_BOSS_LEMMY_L_BALL_APP
Definition SndItemID.h:2044
@ SEQSET_SE_VOC_LUIGI_BASE
Definition SndItemID.h:3268
@ SEQSET_SE_ENEMY_06_copy0
Definition SndItemID.h:3289
@ SE_SYS_SWITCH_CT
Definition SndItemID.h:735
@ SE_BOSS_CS_JR_FOOT
Definition SndItemID.h:2329
@ SE_OBJ_CS_DOOR_CLOSE_KOOPA
Definition SndItemID.h:2276
@ SE_VOC_MA_PNGN_SLIDE
Definition SndItemID.h:1537
@ SE_VOC_MM2_MOTIAGE
Definition SndItemID.h:99
@ SE_VOC_CS_SHA_DAMAGED
Definition SndItemID.h:955
@ BANK_SE_VOC_ITEM_KO
Definition SndItemID.h:3347
@ SE_VOC_MF1_CS_DECIDE_JOIN
Definition SndItemID.h:287
@ SE_PLY_SPLASH_SHALLOW_MAME
Definition SndItemID.h:1121
@ SE_OBJ_BALLOON_BREAK
Definition SndItemID.h:2741
@ SE_EMY_WANWAN_ESCAPE
Definition SndItemID.h:1218
@ SE_BOSS_IGGY_FOOT_R
Definition SndItemID.h:3059
@ SE_VCO_YS_DAMAGE
Definition SndItemID.h:12
@ SE_EMY_BIG_HANACHAN_WALK_NUMA
Definition SndItemID.h:2916
@ _SE_VOC_KP_L_SHOUT
Definition SndItemID.h:1978
@ SE_VOC_JR_ASERU
Definition SndItemID.h:909
@ SEQSET_BUNBUN
Definition SndItemID.h:3307
@ SE_VOC_LEM_DAMAGE_L
Definition SndItemID.h:1841
@ SE_OBJ_CS_CMN_SHIP_SPEED_DOWN_LV
Definition SndItemID.h:3187
@ SE_EMY_WALK_PAKKUN_RECEDE
Definition SndItemID.h:1198
@ SE_VOC_MF4_JR_A_BATTLE_APP
Definition SndItemID.h:495
@ STRM_BGM_SHIRO
Definition SndItemID.h:2591
@ SE_PLY_HPDP_SPECIAL_THREE_
Definition SndItemID.h:1100
@ SE_VOC_MF4_DAMAGE_FREEZE
Definition SndItemID.h:515
@ SE_PLY_BRAKE_WATER
Definition SndItemID.h:1034
@ SE_VOC_IGG_ESC_JUMP
Definition SndItemID.h:1894
@ SE_OBJ_BROOM_KEY_SHOW
Definition SndItemID.h:1495
@ SE_OBJ_BLOCK_SET
Definition SndItemID.h:2534
@ SE_VOC_MM2_BALLOON_HELP
Definition SndItemID.h:118
@ SE_EMY_MAMEKURIBO_FLICK_DEAD
Definition SndItemID.h:1269
@ SE_PLY_JUMP_S
Definition SndItemID.h:625
@ SE_VOC_MF3_INTO_SANDPILLAR
Definition SndItemID.h:454
@ WSDSET_SE_BOSS
Definition SndItemID.h:3255
@ SE_VOC_IGG_MAGIC_MAKE_FAST
Definition SndItemID.h:1874
@ SE_PLY_FOOTNOTE_ROCK
Definition SndItemID.h:993
@ SE_EMY_GAMA_JUMP
Definition SndItemID.h:2430
@ SE_PLY_BALLOON_WAFTING_RC
Definition SndItemID.h:1105
@ SE_PLY_MAP_JUMP
Definition SndItemID.h:2344
@ PLAYER_SE_NICE
Definition SndItemID.h:3426
@ SE_VOC_MA_ROPE_CATCH
Definition SndItemID.h:1538
@ SE_SYS_CE_DEL_STARCOIN
Definition SndItemID.h:754
@ _SE_BOSS_KOOPA_L_FIRE_DISAPP
Definition SndItemID.h:2180
@ SE_BOSS_LEMMY_L_BALL_JUMP
Definition SndItemID.h:2042
@ SE_OBJ_CARD_SET
Definition SndItemID.h:2533
@ SE_VOC_KO2_MISS_PRINCESS
Definition SndItemID.h:1782
@ SE_VOC_MF4_JUMP_2ND
Definition SndItemID.h:492
@ SE_PLY_CH_YOSHI_EGG_BREAK
Definition SndItemID.h:2615
@ SE_VOC_MM2_CS_COURSE_IN_MULTI
Definition SndItemID.h:89
@ SE_OBJ_LIFT_LIMIT_1
Definition SndItemID.h:1424
@ SE_VOC_MM2_CLEAR_NORMAL
Definition SndItemID.h:136
@ SE_VOC_MM2_CS_NOTICE_JR
Definition SndItemID.h:96
@ SE_EMY_CS_TERESA_NOTICE
Definition SndItemID.h:3144
@ SEQ_BGM_WATER_FAST_V
Definition SndItemID.h:2542
@ SE_VOC_MF4_PJ_JUMP_MAME
Definition SndItemID.h:475
@ SE_EMY_KAMECK_FLY_MAGIC
Definition SndItemID.h:2956
@ SE_BOSS_JR_CROWN_ATTACKSIGN
Definition SndItemID.h:3102
@ SE_VOC_KO_PLAYER_DECIDE
Definition SndItemID.h:1656
@ SE_VOC_MM4_CS_NOTICE_JR
Definition SndItemID.h:226
@ SEQSET_SE_MG
Definition SndItemID.h:3275
@ SE_OBJ_PNGN_ICE_BREAK
Definition SndItemID.h:1354
@ SE_VOC_KO_CLIFF_DOWN
Definition SndItemID.h:1685
@ SE_EMY_CS_LIFT_LINE_MOVE
Definition SndItemID.h:2789
@ SE_EMY_BUNBUN_FALL_WATER
Definition SndItemID.h:2928
@ SE_PLY_LAND_WOOD
Definition SndItemID.h:1039
@ SE_SYS_ALERT_BATTERY_BLINK
Definition SndItemID.h:2687
@ SE_SYS_MARK_CLEAR
Definition SndItemID.h:679
@ SE_OBJ_CS_DOOR_CLOSE_PEACH
Definition SndItemID.h:2278
@ SE_BOSS_ROY_DOWN_LAND1
Definition SndItemID.h:2023
@ SE_EMY_BUNBUN_BIG_FOOT_R
Definition SndItemID.h:2934
@ SE_OBJ_CS_WARP_CANNON_STOP
Definition SndItemID.h:2793
@ SE_AMB_SHIP_WIND
Definition SndItemID.h:2830
@ SE_VOC_MF4_DAMAGE_POISON
Definition SndItemID.h:516
@ SE_EMY_MG_KILLER_HIT_KILLER
Definition SndItemID.h:1210
@ SE_VOC_KP_L_HIP_ATTACKED
Definition SndItemID.h:2872
@ SE_VOC_MM4_YOSHI_JUMP
Definition SndItemID.h:234
@ SE_PLY_LAND_CLOUD
Definition SndItemID.h:1044
@ SE_VOC_MA_CS_SHOVED
Definition SndItemID.h:1522
@ SE_EMY_DOWN_SPIN_3
Definition SndItemID.h:1153
@ SE_PLY_SLIP_TATE
Definition SndItemID.h:1029
@ STRM_BGM_SANBASHI
Definition SndItemID.h:2585
@ SE_BOSS_LUDWIG_MOVE
Definition SndItemID.h:2982
@ SE_EMY_TORPEDO_MOVE
Definition SndItemID.h:2910
@ SE_OBJ_BOSS_SHIP_BOUND
Definition SndItemID.h:2745
@ SE_EMY_YOSHI_FUMU_6
Definition SndItemID.h:1165
@ SE_VOC_LU_CS_COURSE_IN_HARD
Definition SndItemID.h:1589
@ SE_BOSS_MORTON_DOWN_LAND2
Definition SndItemID.h:2098
@ BANK_SE_GAKKI
Definition SndItemID.h:3385
@ SE_GAKKI_L_1_ON
Definition SndItemID.h:986
@ SE_EMY_ELCJ_THROW
Definition SndItemID.h:2520
@ SE_BOSS_KOOPA_L_LAVA_SPOUT
Definition SndItemID.h:2191
@ SE_OBJ_KAZAN_ROCK_CRASH
Definition SndItemID.h:1443
@ SE_VOC_JR_JAB_R
Definition SndItemID.h:907
@ SE_VOC_KO2_STOMPED
Definition SndItemID.h:1767
@ SE_PLY_SPLASH_SHALLOW_OUT
Definition SndItemID.h:1120
@ SE_BOSS_JR_DOWN_LAND1
Definition SndItemID.h:3094
@ SE_VOC_MM4_MOTIAGE_PLAYER
Definition SndItemID.h:231
@ SE_BOSS_KOOPA_FIRE_SHOT_
Definition SndItemID.h:825
@ SEQSET_SE_ENEMY_03_copy0
Definition SndItemID.h:3286
@ SE_EMY_FISHBONE_FIND
Definition SndItemID.h:1281
@ SE_VOC_KO_INTO_SANDPILLAR
Definition SndItemID.h:1699
@ SE_VOC_MM2_PJ_SPIN_JUMP
Definition SndItemID.h:86
@ SE_BOSS_KOOPA_L_BLOCK_SPLASH
Definition SndItemID.h:2192
@ SE_OBJ_HAMMER_HIT_BOTH
Definition SndItemID.h:1377
@ SE_EMY_KURIBO_L_DAMAGE_01
Definition SndItemID.h:1276
@ STRM_BGM_TITLE
Definition SndItemID.h:569
@ SE_VOC_WEN_WAKE1
Definition SndItemID.h:1865
@ SE_EMY_BUNBUN_BIG_MAWASU_TATE
Definition SndItemID.h:2938
@ SE_VOC_JR_PROV1
Definition SndItemID.h:1950
@ SE_OBJ_CS_KINOHOUSE_APP
Definition SndItemID.h:2287
@ SE_OBJ_BACK_FORCE_LIFT_TURN_BLUE
Definition SndItemID.h:2779
@ SE_VOC_MF3_CONTINUE
Definition SndItemID.h:422
@ SE_EMY_DOSSUN_DEAD
Definition SndItemID.h:1289
@ SE_EMY_DOWN_SYNC_6
Definition SndItemID.h:1181
@ SE_SYS_CB_RESULT_COIN
Definition SndItemID.h:2676
@ SE_BOSS_LEMMY_MAGIC_SHOT
Definition SndItemID.h:2032
@ SE_VOC_MA_DAMAGE_POISON
Definition SndItemID.h:1555
@ SE_VOC_MM2_CS_JUMP
Definition SndItemID.h:91
@ SE_SYS_CB_RESULT_STARCOIN
Definition SndItemID.h:2678
@ SE_EMY_MANTA_SING
Definition SndItemID.h:1322
@ SE_OBJ_TEKKYU_L_ROLL
Definition SndItemID.h:1454
@ SE_EMY_BH_HIBANA
Definition SndItemID.h:1223
@ SE_OBJ_RC_UPLIFT_REVERT
Definition SndItemID.h:1417
@ SE_OBJ_STAR_BOUND
Definition SndItemID.h:785
@ SE_VOC_YS_EAT
Definition SndItemID.h:13
@ SE_PLY_CHANGE_NORMAL
Definition SndItemID.h:2483
@ SE_BOSS_KOOPAHAND_ARM_MOVE
Definition SndItemID.h:3051
@ SE_SYS_PLY_FOOTNOTE_L
Definition SndItemID.h:2682
@ SE_SYS_NICE_S
Definition SndItemID.h:2625
@ SE_PLY_CHANGE_BIG
Definition SndItemID.h:611
@ SE_EMY_PAKKUN_DAMAGE
Definition SndItemID.h:2406
@ SE_VOC_LU_KISSED_PEACH
Definition SndItemID.h:810
@ SE_VOC_MA_MOTIAGE_PLAYER
Definition SndItemID.h:1530
@ SE_BOSS_LUDWIG_STAGE_UPWARD
Definition SndItemID.h:2115
@ SE_DEMO_ED_C30_V_KO_R_GAYA04
Definition SndItemID.h:891
@ SE_SYS_CHANGE_MODE_RDASH
Definition SndItemID.h:2699
@ SE_OBJ_CMN_BALLOON_BREAK
Definition SndItemID.h:1375
@ SE_VOC_IGG_TWIT
Definition SndItemID.h:1879
@ SE_VOC_MF2_CONTINUE_COURSE
Definition SndItemID.h:358
@ SE_VOC_MF3_CLIFF_DOWN
Definition SndItemID.h:440
@ SE_PLY_CS_MOVE_IVY
Definition SndItemID.h:2267
@ SE_PLY_SWIM_WITH_CHIBI
Definition SndItemID.h:2622
@ SE_BOSS_JR_CROWN_KP_RIDE
Definition SndItemID.h:2147
@ SE_PLY_JUMP_S_HIGH
Definition SndItemID.h:626
@ SE_AMB_ERUPT
Definition SndItemID.h:2503
@ SE_VOC_WOG_APPEAR
Definition SndItemID.h:3065
@ SE_BOSS_LUDWIG_FLUTTER_KICK_L
Definition SndItemID.h:2107
@ SE_VOC_MM1_DAMAGE_FIRE
Definition SndItemID.h:59
@ SE_VOC_IGG_JUMP
Definition SndItemID.h:1876
@ SE_VOC_MM2_CS_DECIDE_JOIN
Definition SndItemID.h:92
@ SE_SYS_AP_TOUCH_KIERU
Definition SndItemID.h:2637
@ SE_PLY_FOOTNOTE_CS_WOOD_L
Definition SndItemID.h:2252
@ SE_PLY_CS_CHANGE_STAR
Definition SndItemID.h:2336
@ SE_BOSS_LUDWIG_SHAKE_HEAD
Definition SndItemID.h:2112
@ SE_SYS_WINDOW_OPEN
Definition SndItemID.h:2370
@ SE_BOSS_IGGY_SLED_BREAK
Definition SndItemID.h:2090
@ SE_EMY_DOWN_HPDP_H
Definition SndItemID.h:1159
@ WSDSET_BGM_HIKOUSEN_ROUKA
Definition SndItemID.h:3237
@ SE_VOC_LAR_LOSE_L
Definition SndItemID.h:1803
@ SE_OBJ_CS_IBARA
Definition SndItemID.h:2312
@ SE_PLY_FOOTNOTE_SD
Definition SndItemID.h:2494
@ SE_VOC_MM4_ROPE_FALL
Definition SndItemID.h:240
@ SE_VOC_WEN_CS_JUMP
Definition SndItemID.h:1871
@ SE_SYS_BACK
Definition SndItemID.h:646
@ SE_VOC_IGG_LOSE_S3
Definition SndItemID.h:1886
@ SE_EMY_KPJR_GUARD_OFF
Definition SndItemID.h:2392
@ SE_PLY_CHANGE_PNGN
Definition SndItemID.h:613
@ SE_MG_UH_1UP_BALOON_BREAK
Definition SndItemID.h:2222
@ SE_BOSS_CS_KAMECK_FLY_K_CASTLE
Definition SndItemID.h:2317
@ SE_VOC_LEM_SHOVED
Definition SndItemID.h:1852
@ SE_VOC_BIGBUN_RCV_JUMP
Definition SndItemID.h:2853
@ SE_EMY_FUGUMANNEN_SWIM
Definition SndItemID.h:1241
@ SE_PLY_CS_LAND_POINT
Definition SndItemID.h:2284
@ SE_PLY_FOOTNOTE_BLOWSAND
Definition SndItemID.h:1005
@ SE_EMY_BIG_KURIBO_SMOKE
Definition SndItemID.h:2400
@ SE_OBJ_PAIPO
Definition SndItemID.h:1204
@ PLAYER_SE_AMB
Definition SndItemID.h:3424
@ SE_OBJ_CS_PRPL_KP_DEMO_INTRO
Definition SndItemID.h:2810
@ SE_OBJ_PAIPO_LAND
Definition SndItemID.h:1205
@ SE_VOC_MM2_HIP_ATTACKED
Definition SndItemID.h:132
@ SE_SYS_FEVER_STEP0
Definition SndItemID.h:2664
@ SE_OBJ_SHIRO_BOYON
Definition SndItemID.h:2349
@ SE_BOSS_JR_DOWN_LAND2
Definition SndItemID.h:3095
@ SEQSET_SE_DEMO_OP
Definition SndItemID.h:3313
@ SE_VOC_KO2_DAMAGE_FREEZE
Definition SndItemID.h:1761
@ SE_VOC_MM3_GOAL_POLE_CATCH
Definition SndItemID.h:177
@ SE_OBJ_KINO_HOUSE_APP
Definition SndItemID.h:2351
@ SE_VOC_MF2_PJ_JUMP
Definition SndItemID.h:344
@ SE_EMY_SANBO_LAND
Definition SndItemID.h:1200
@ SE_BOSS_IGGY_WANWAN_L_ANGRY
Definition SndItemID.h:2079
@ SE_OBJ_BOSS_WARP_CANNON_APP
Definition SndItemID.h:2743
@ SE_SYS_BATTERY_ALERT_LOW
Definition SndItemID.h:2688
@ SE_PLY_GLIDING_END
Definition SndItemID.h:2447
@ STRM_BGM_TORIDE_BOSS
Definition SndItemID.h:588
@ WSDSET_HIKOUSEN_BOSS
Definition SndItemID.h:3238
@ BANK_SE_ITEM_HOUSE
Definition SndItemID.h:3381
@ SE_VOC_CS_RED_KO_DOKAN_SHOT
Definition SndItemID.h:3209
@ SE_VOC_PCH_SURPRISE
Definition SndItemID.h:807
@ SE_VOC_MM3_GET_PRIZE
Definition SndItemID.h:208
@ SE_PLY_FOOTNOTE_CS_SAND
Definition SndItemID.h:2241
@ SE_EMY_DOWN_SYNC_3
Definition SndItemID.h:1178
@ SE_VOC_MA_CS_FALL_INTO_MAP
Definition SndItemID.h:1514
@ SE_BOSS_KAMECK_FLY_MAGIC
Definition SndItemID.h:2128
@ STRM_BGM_WATER_FAST
Definition SndItemID.h:2588
@ SE_VOC_MA_CS_JUMP
Definition SndItemID.h:1519
@ SE_VOC_MA_FLOOR_FALL
Definition SndItemID.h:1574
@ SE_VOC_MF2_TIMEUP_MULTI
Definition SndItemID.h:382
@ GROUP_DEMO_ED
Definition SndItemID.h:3443
@ SE_OBJ_KINOKO_YOKO_LONGER
Definition SndItemID.h:1436
@ SE_VOC_KO2_CS_COMPLETE_DEMO
Definition SndItemID.h:1778
@ SE_OBJ_DOKAN_BREAK
Definition SndItemID.h:2497
@ SE_SYS_COURSE_IN_L
Definition SndItemID.h:2363
@ SE_VOC_MA_GET_PRIZE
Definition SndItemID.h:1573
@ SE_BOSS_KOOPA_BLOCK_BREAK
Definition SndItemID.h:2181
@ SE_VOC_MF3_CS_FALL_INTO_MAP
Definition SndItemID.h:413
@ STRM_BGM_ODAI_CLEAR
Definition SndItemID.h:564
@ SE_PLY_JUMP_FENCE_SS
Definition SndItemID.h:623
@ SE_VOC_LU_CLEAR_HELPED
Definition SndItemID.h:1640
@ SE_PLY_FOOTNOTE_SAND_L
Definition SndItemID.h:998
@ SE_EMY_MG_KILLER_SHOT
Definition SndItemID.h:1211
@ SE_VOC_MF1_ITEM_COMPLETE
Definition SndItemID.h:330
@ SE_SYS_CH_RESULT_GET_SILVER
Definition SndItemID.h:2697
@ SE_VOC_MF1_INTO_SANDPILLAR
Definition SndItemID.h:324
@ SE_EMY_CHOROPU_M_OPEN
Definition SndItemID.h:1305
@ SE_OBJ_CS_W9_STAR_APPEAR
Definition SndItemID.h:3138
@ SE_VOC_LU_GET_PRIZE
Definition SndItemID.h:1645
@ SE_EMY_BUNBUN_MAGIC_STOCK
Definition SndItemID.h:2917
@ SE_VOC_BKK_JUMP
Definition SndItemID.h:2864
@ SE_VOC_ROY_NOTICE1
Definition SndItemID.h:1826
@ SE_VOC_MOR_DAMAGE_S
Definition SndItemID.h:1905
@ SE_VOC_LAR_BEAT_YOU
Definition SndItemID.h:1810
@ SE_AMB_RP_SHIP_WIND
Definition SndItemID.h:2758
@ SE_OBJ_FLOAT_BOX_SPLASH
Definition SndItemID.h:2785
@ SE_VOC_MM1_CLEAR_MULTI
Definition SndItemID.h:73
@ SE_PLY_CS_CHANGE_MAME_STAR
Definition SndItemID.h:2337
@ SE_OBJ_GOAL_FIREWORKS
Definition SndItemID.h:1330
@ SE_OBJ_PUFF_MUSH_LAST
Definition SndItemID.h:2452
@ SE_MG_IH_KO_ACTIVE_RC
Definition SndItemID.h:2205
@ SE_SYS_BM_TIME_COUNT
Definition SndItemID.h:2659
@ SE_VOC_MA_GET_STAR
Definition SndItemID.h:1563
@ SE_BOSS_ROY_SHAKE_HEAD
Definition SndItemID.h:2026
@ SE_VOC_MM1_CS_CHASE_SHIP
Definition SndItemID.h:30
@ SE_SYS_VS_STAR_GET
Definition SndItemID.h:2512
@ SE_VOC_MM4_PNGN_SLIDE
Definition SndItemID.h:238
@ SE_VOC_JR_DAMAGE_L_LAST
Definition SndItemID.h:1960
@ SE_VOC_JR_NOTICE
Definition SndItemID.h:902
@ SE_BOSS_WENDY_FOOT_R
Definition SndItemID.h:3010
@ SE_VOC_KO_ITEM_COMPLETE
Definition SndItemID.h:1705
@ SE_EMY_FO_FADE_AWAY
Definition SndItemID.h:2435
@ SE_PLY_PRPL_LETDOWN_FAST_LAND
Definition SndItemID.h:1059
@ SE_VOC_LUD_MAGIC_SHOT_S
Definition SndItemID.h:1920
@ SE_SYS_SLEEP_IN
Definition SndItemID.h:2376
@ SE_VOC_KO_CLEAR_BOSS
Definition SndItemID.h:1709
@ SE_BOSS_LARRY_WAKE_UP
Definition SndItemID.h:2016
@ SEQSET_SE_SEL_COURSE
Definition SndItemID.h:3276
@ BANK_SE_VOC_LUIGI_BASE
Definition SndItemID.h:3380
@ SE_MG_IH_ALL_PANEL_OPEN
Definition SndItemID.h:2215
@ SE_DEMO_OP_C40_KPHAND_CATCH
Definition SndItemID.h:845
@ SE_VOC_MM4_ITEM_COMPLETE
Definition SndItemID.h:265
@ SE_PLY_MONKEY_BARS
Definition SndItemID.h:1072
@ SE_PLY_CH_YOSHI_BLLN_FLY
Definition SndItemID.h:2614
@ SE_BOSS_ROY_STEP
Definition SndItemID.h:2977
@ SEQSET_SE_PLAYER_BASE_copy0
Definition SndItemID.h:3291
@ SE_VOC_MF4_YOSHI_JUMP
Definition SndItemID.h:494
@ SE_BOSS_IGGY_SLED_MOVE
Definition SndItemID.h:2080
@ SE_BOSS_KOOPA_JITABATA
Definition SndItemID.h:2184
@ SE_PLY_FOOTNOTE_CS_ROCK_CLIMB
Definition SndItemID.h:2239
@ SE_VOC_MM3_MOTIAGE
Definition SndItemID.h:164
@ SE_SYS_RANK_COIN_TO_SCORE_FINISH
Definition SndItemID.h:687
@ SE_OBJ_DAIKONBOU_W_SIGN
Definition SndItemID.h:1469
@ SE_VOC_KO_ROPE_FALL
Definition SndItemID.h:1680
@ SE_VOC_KO_PNGN_SLIDE
Definition SndItemID.h:1678
@ SE_OBJ_ROT_HOUDAI_S_SHOT
Definition SndItemID.h:1405
@ BANK_SE_PLAYER_BASE
Definition SndItemID.h:3374
@ SE_SYS_100COIN_ONE_UP
Definition SndItemID.h:722
@ SE_VOC_MF3_CS_COURSE_MISS
Definition SndItemID.h:415
@ SE_VOC_MF2_QUAKE
Definition SndItemID.h:390
@ SE_PLY_CS_CHANGE_MAME
Definition SndItemID.h:2335
@ SE_VOC_LU_JR_A_BATTLE_APP
Definition SndItemID.h:1606
@ SE_VOC_MF1_CLEAR_NORMAL
Definition SndItemID.h:331
@ SE_OBJ_CS_DOOR_OPEN_STRONG_WOOD
Definition SndItemID.h:2272
@ SE_PLY_JUMP_OUT
Definition SndItemID.h:2523
@ SE_EMY_BUNBUN_WING2
Definition SndItemID.h:2944
@ SE_VOC_LEM_NOTICE3
Definition SndItemID.h:1846
@ SEQ_BGM_KAZAN_TIKA_FAST_V
Definition SndItemID.h:2553
@ SE_VOC_MM3_CANNON_SHOT
Definition SndItemID.h:182
@ SE_VOC_MF1_CONTINUE
Definition SndItemID.h:292
@ SE_OBJ_BLOCK_POP_OFF
Definition SndItemID.h:2725
@ SE_GAKKI_U_2_ON
Definition SndItemID.h:979
@ SE_VOC_MM4_PJ_SPIN_JUMP_MAME
Definition SndItemID.h:217
@ SE_EMY_YOSHI_FUMU_7
Definition SndItemID.h:1166
@ STRM_BGM_COURSE_CLEAR_ZORO
Definition SndItemID.h:556
@ SE_OBJ_BOUND_BLOCK_JUMP_HIGH
Definition SndItemID.h:2721
@ SE_VOC_MM3_CS_ENCOUNT
Definition SndItemID.h:158
@ SE_OBJ_PALM_SWING
Definition SndItemID.h:1438
@ SE_DEMO_OP_C62_TREE_REBOUND
Definition SndItemID.h:851
@ SE_EMY_DOWN_BY_PUNCH
Definition SndItemID.h:2465
@ SE_OBJ_COIN_SUBSTANT
Definition SndItemID.h:2457
@ SE_EMY_CRASHER_PUNCH
Definition SndItemID.h:1298
@ SE_SYS_PAUSE
Definition SndItemID.h:648
@ SEQSET_SE_VOC_ITEM_KINOPIO
Definition SndItemID.h:3271
@ SE_VOC_LEM_NOTICE1
Definition SndItemID.h:1844
@ SE_OBJ_CAGE_DOWN
Definition SndItemID.h:3085
@ SE_OBJ_UKISHIMA_S
Definition SndItemID.h:2409
@ SE_PLY_BRAKE
Definition SndItemID.h:1030
@ SE_BOSS_KAMECK_DEMO_FLY_KAITEN
Definition SndItemID.h:2960
@ SE_SYS_FEVER_STAR_REALIZE
Definition SndItemID.h:2674
@ SE_OBJ_PEACH_CAGE_OPEN
Definition SndItemID.h:1496
@ SE_EMY_PATAMET_COMPLETE
Definition SndItemID.h:1321
@ SE_VOC_LU_TYUKAN
Definition SndItemID.h:1634
@ SE_PLY_CS_JUMP_SS
Definition SndItemID.h:2263
@ SE_EMY_PATAMET_STEP_7
Definition SndItemID.h:1319
@ SE_MG_IH_MM2_ACTIVE_RC
Definition SndItemID.h:146
@ SE_VOC_MF3_CS_NOTICE_JR
Definition SndItemID.h:421
@ SE_SYS_CB_FINAL_RESULT
Definition SndItemID.h:705
@ SE_OBJ_SISO_KINO
Definition SndItemID.h:2461
@ SE_EMY_DOWN_SYNC_4
Definition SndItemID.h:1179
@ SE_VOC_MF4_CLEAR_BOSS
Definition SndItemID.h:529
@ WSDSET_SE_COIN_EDIT
Definition SndItemID.h:3246
@ WSDSET_BGM_LAST_BOSS
Definition SndItemID.h:3232
@ SE_VOC_MM1_PNGN_SLIDE
Definition SndItemID.h:43
@ SE_VOC_MA_INTO_SANDPILLAR
Definition SndItemID.h:1558
@ SE_VOC_JR_JUMP
Definition SndItemID.h:1952
@ SE_PLY_STAR_ATTACK
Definition SndItemID.h:2496
@ SE_VOC_MF2_CLEAR_NORMAL
Definition SndItemID.h:396
@ SE_SYS_MIIVERSE_WINDOW_IN
Definition SndItemID.h:697
@ SE_OBJ_DAIKONBOU_M_REVERT
Definition SndItemID.h:1467
@ SE_MG_IH_KO_ACTIVE_TV
Definition SndItemID.h:2201
@ BANK_SE_OBJ_FENCE
Definition SndItemID.h:3373
@ SE_BOSS_KOOPA_L_FIRE_DISAPP
Definition SndItemID.h:828
@ SE_SYS_PJ_PLAYER_JUMP
Definition SndItemID.h:666
@ SE_EMY_UTSUBO_POUNCE
Definition SndItemID.h:2421
@ SE_VOC_MM1_CLEAR_BOSS
Definition SndItemID.h:74
@ SE_DEMO_ED_C10_V_KP_AWAKE
Definition SndItemID.h:869
@ SE_VOC_LU_WALL_KICK
Definition SndItemID.h:1607
@ SE_VOC_MF3_CS_DECIDE_JOIN
Definition SndItemID.h:417
@ RP_BANK_SE_BOSS
Definition SndItemID.h:3413
@ SE_VOC_CS_OP_LUD_REPLY
Definition SndItemID.h:974
@ SE_BOSS_WOOGAN_APPEAR
Definition SndItemID.h:3068
@ SE_VOC_MF2_JR_A_BATTLE_APP
Definition SndItemID.h:365
@ SE_VOC_MF4_HUKKATSU
Definition SndItemID.h:509
@ SE_OBJ_SNAKE_BLOCK_L
Definition SndItemID.h:2738
@ SE_VOC_MF4_CS_FALL_INTO_MAP
Definition SndItemID.h:478
@ SE_SYS_HURRY_UP
Definition SndItemID.h:724
@ BANK_BGM_NULL
Definition SndItemID.h:3384
@ SE_BOSS_JR_CROWN_HAKERU
Definition SndItemID.h:3090
@ SE_PLY_SLIP
Definition SndItemID.h:1023
@ SE_SYS_STAR_COIN_PAY
Definition SndItemID.h:694
@ SE_VOC_WEN_BRING_IT
Definition SndItemID.h:1868
@ SE_BOSS_JR_BOMB_HIT_WALL
Definition SndItemID.h:2168
@ SE_OBJ_NUT_ROLL
Definition SndItemID.h:1486
@ SE_VOC_MM3_CLEAR_LAST_BOSS
Definition SndItemID.h:205
@ SE_SYS_SCROLL_LIST_BTN_OVER_OFF
Definition SndItemID.h:2693
@ SE_OBJ_TURN_LIFT
Definition SndItemID.h:2381
@ SE_PLY_BRAKE_SNOW
Definition SndItemID.h:1032
@ SE_BOSS_KK_FALL
Definition SndItemID.h:2902
@ SE_BOSS_KOOPA_L_LOSE_RUMBLE
Definition SndItemID.h:2189
@ SE_VOC_KO2_CLEAR_ANOTHER
Definition SndItemID.h:1773
@ SE_EMY_KAME_HIT_5
Definition SndItemID.h:1173
@ SE_VOC_MF2_MOTIAGE
Definition SndItemID.h:359
@ SE_DEMO_OP_C80_DASH
Definition SndItemID.h:857
@ SE_OBJ_PNGN_ICE_SLIDE
Definition SndItemID.h:1355
@ SE_BOSS_CMN_FAT_SHELL_CRASH
Definition SndItemID.h:1996
@ SE_BOSS_SANBO_APPEAR2
Definition SndItemID.h:2994
@ SE_BOSS_KAMECK_DOWN_LAND1
Definition SndItemID.h:2130
@ GROUP_BGM_CHIJOU
Definition SndItemID.h:3449
@ STRM_BGM_MINIGAME_FANFARE_BAD
Definition SndItemID.h:551
@ SE_OBJ_KAZAN_ERUPTION
Definition SndItemID.h:1446
@ SE_VOC_MOR_NOTICE2
Definition SndItemID.h:1911
@ SE_OBJ_CS_WINDOW_CLOSE_TERESA
Definition SndItemID.h:2280
@ SE_VOC_MF3_DAMAGE_LAST
Definition SndItemID.h:445
@ SE_DEMO_ED_C20_SHIP_PRPL
Definition SndItemID.h:2950
@ SE_VOC_KMC_DAMAGE_L3
Definition SndItemID.h:1944
@ SE_VOC_MM1_TIMEUP_MULTI
Definition SndItemID.h:57
@ SE_BOSS_JR_NOW_DAMAGING
Definition SndItemID.h:2150
@ SE_VOC_MM3_WALL_KICK
Definition SndItemID.h:171
@ WSDSET_BGM_SHIRO_LAST
Definition SndItemID.h:3240
@ SE_SYS_RANK_SCORE_COUNT
Definition SndItemID.h:688
@ SE_VOC_IGG_POWER_UP
Definition SndItemID.h:1891
@ SE_OBJ_PTBK_MOVE
Definition SndItemID.h:2348
@ _SE_VOC_JR_TALK_KMC1
Definition SndItemID.h:921
@ SE_VOC_MF3_CLEAR_ANOTHER
Definition SndItemID.h:462
@ SE_OBJ_YOKO_KINO_EXPAND
Definition SndItemID.h:2459
@ SE_BOSS_KAMECK_BLOCK_BREAK
Definition SndItemID.h:2124
@ SE_BOSS_WENDY_WATER_UP_SIGN
Definition SndItemID.h:2060
@ SE_VOC_MF2_CS_ENCOUNT
Definition SndItemID.h:353
@ SE_VOC_KO_PJ_SPIN_JUMP_MAME
Definition SndItemID.h:1655
@ SE_EMY_GESSO_JUMPOUT
Definition SndItemID.h:1294
@ BANK_BGM_STAR
Definition SndItemID.h:3391
@ SE_VOC_LUD_FALL_INTO_MAP
Definition SndItemID.h:1935
@ SE_VOC_LUD_DAMAGE_S
Definition SndItemID.h:1926
@ WSD_BGM_STAR_DRC
Definition SndItemID.h:543
@ BANK_BGM_SABAKU
Definition SndItemID.h:3395
@ BANK_SE_COM_COURSE
Definition SndItemID.h:3337
@ SE_OBJ_CS_DARK_CLOUD_APPEAR
Definition SndItemID.h:3197
@ SE_VOC_MA_CS_NOTICE_JR
Definition SndItemID.h:1524
@ SE_EMY_KK_SHIKO
Definition SndItemID.h:2896
@ SE_PLY_FOOTNOTE_CS_CARPET
Definition SndItemID.h:2249
@ SE_VOC_LU_PLAYER_DECIDE_MAME
Definition SndItemID.h:1585
@ SE_SYS_CMN_TOUCH
Definition SndItemID.h:745
@ SE_OBJ_TOUCH_PIKA_ASHIBA
Definition SndItemID.h:2777
@ SE_PLY_BRAKE_SAND
Definition SndItemID.h:1033
@ SE_BOSS_KK_MOVE
Definition SndItemID.h:2901
@ SE_PLY_CANNON_SHOT
Definition SndItemID.h:1396
@ SE_OBJ_TARU_HIT
Definition SndItemID.h:1450
@ SE_OBJ_DAIKONBOU_LAND
Definition SndItemID.h:1462
@ SE_BOSS_LUDWIG_DOWN_LAND2
Definition SndItemID.h:2110
@ SE_VOC_MF4_NAGERU
Definition SndItemID.h:490
@ SE_OBJ_PNGN_ICE_FREEZE
Definition SndItemID.h:1352
@ SE_BOSS_KOOPA_L_SHELL_OUT
Definition SndItemID.h:3111
@ SE_EMY_HANACHAN_STOMP
Definition SndItemID.h:1242
@ SE_EMY_MAMEKURIBO_DEAD_FIRE
Definition SndItemID.h:1267
@ SE_VOC_MF1_CLIFF_DIVE
Definition SndItemID.h:308
@ SE_BOSS_WENDY_ESC_LAND
Definition SndItemID.h:2070
@ SE_VOC_JR_COMPARE
Definition SndItemID.h:1957
@ SE_VOC_CS_CMN_SHA_LAUGH
Definition SndItemID.h:959
@ SE_DEMO_ED_C10_KP_LAND
Definition SndItemID.h:868
@ PLAYER_SE_DEMO
Definition SndItemID.h:3427
@ SE_EMY_KALON_REVIVAL_HEAD
Definition SndItemID.h:1230
@ GROUP_DEMO_OP
Definition SndItemID.h:3442
@ SE_OBJ_CS_CMN_SHIP_ATTACKED
Definition SndItemID.h:953
@ SE_BOSS_LEMMY_SHAKE_HEAD
Definition SndItemID.h:2050
@ SE_VOC_KO2_DAMAGE_ELEC
Definition SndItemID.h:1763
@ SE_SYS_COUNT_ZANKI
Definition SndItemID.h:652
@ SE_VOC_BUN_DEMO_INTRODUCE_BUN2
Definition SndItemID.h:796
@ SE_VOC_MF4_PLAYER_JOIN_MAME
Definition SndItemID.h:473
@ SE_VOC_MF4_CONTINUE_COURSE
Definition SndItemID.h:488
@ SE_OBJ_DAIKONBOU_W_REVERT_F
Definition SndItemID.h:1473
@ SE_EMY_KALON
Definition SndItemID.h:1228
@ SE_VOC_MM3_JR_A_BATTLE_APP
Definition SndItemID.h:170
@ GROUP_TITLE
Definition SndItemID.h:3444
@ SE_VOC_MF3_CLEAR_LAST_BOSS
Definition SndItemID.h:465
@ SE_OBJ_CS_DOOR_OPEN_STRONG
Definition SndItemID.h:2269
@ SE_SYS_MII_CAP_OFF
Definition SndItemID.h:2680
@ SE_SYS_SC_HIT_JUST
Definition SndItemID.h:721
@ SE_VOC_CS_W8_JR_COURSE_IN
Definition SndItemID.h:3155
@ SE_EMY_KURIBO_L_SPLIT
Definition SndItemID.h:1274
@ SE_VOC_MM1_CLEAR_LAST_BOSS
Definition SndItemID.h:75
@ SE_BOSS_KK_LAND
Definition SndItemID.h:2897
@ SE_EMY_YOSHI_FUMU_1
Definition SndItemID.h:1160
@ SE_OBJ_RC_CONTROL_ON
Definition SndItemID.h:1407
@ SE_OBJ_PEACH_LAND
Definition SndItemID.h:1498
@ SE_VOC_KP_L_SWING1
Definition SndItemID.h:2874
@ SE_VOC_KO2_JR_A_BATTLE_APP
Definition SndItemID.h:1741
@ SE_VOC_CS_CMN_KO_SHIP_ATTACK
Definition SndItemID.h:3192
@ SE_SYS_STAR_COIN_DEC
Definition SndItemID.h:2374
@ SE_VOC_PCH_NOTICE
Definition SndItemID.h:803
@ SE_OBJ_GEN_LOAD
Definition SndItemID.h:2231
@ SE_EMY_BIG_KURIBO_WALK
Definition SndItemID.h:2396
@ SE_VOC_ROY_DAMAGE_L
Definition SndItemID.h:1822
@ SEQSET_RP_SE_OBJ
Definition SndItemID.h:3304
@ SE_VOC_MF1_CS_FALL_INTO_MAP
Definition SndItemID.h:283
@ SE_VOC_MF4_CS_CHASE_SHIP
Definition SndItemID.h:485
@ SE_SYS_STOCK_ITEM
Definition SndItemID.h:733
@ SE_BOSS_CMN_SHELL_OUT
Definition SndItemID.h:1990
@ SE_VOC_MOR_SHOVED
Definition SndItemID.h:1917
@ SE_MG_IH_MF2_ACTIVE_TV
Definition SndItemID.h:405
@ SE_PLY_POLE_CLIMB
Definition SndItemID.h:630
@ SE_SYS_BACK_BTN_OVER
Definition SndItemID.h:2690
@ SE_VOC_KO_NOTICE
Definition SndItemID.h:1715
@ SE_BOSS_JR_CLOWN_DOUBLE_PUNCH
Definition SndItemID.h:3016
@ SE_OBJ_BROOM_KEY_APP
Definition SndItemID.h:1493
@ SE_SYS_WINDOW_CLOSE
Definition SndItemID.h:2371
@ WSDSET_SE_WATANABE
Definition SndItemID.h:3257
@ SE_BOSS_CS_JR_LAND
Definition SndItemID.h:2328
@ SE_VOC_MM4_JUMP_3RD
Definition SndItemID.h:233
@ SE_EMY_SHELL_OPEN
Definition SndItemID.h:1280
@ SE_VOC_CS_CMN_KO2_SHIP_ATTACK
Definition SndItemID.h:3193
@ SE_VOC_CH_YS_EAT
Definition SndItemID.h:639
@ SE_EMY_CS_CMN_COURSE_IN
Definition SndItemID.h:3177
@ SE_VOC_MA_CLEAR_LAST_BOSS
Definition SndItemID.h:1570
@ SE_VOC_KO_CS_CHASE_SHIP
Definition SndItemID.h:1665
@ SE_BOSS_KAMECK_FLYING
Definition SndItemID.h:2962
@ SE_OBJ_FIRE_ROT_CANNON_BLAZE
Definition SndItemID.h:1489
@ SE_VOC_KO2_PRPL_JUMP
Definition SndItemID.h:1743
@ SE_DEMO_OP_C10_V_TALK
Definition SndItemID.h:833
@ WSDSET_SE_VOC_MiiWOMAN4
Definition SndItemID.h:3224
@ SE_VOC_MF3_KISSED_PEACH
Definition SndItemID.h:469
@ SE_VOC_MM4_CS_COURSE_IN_MULTI
Definition SndItemID.h:219
@ SE_BOSS_JR_CROWN_SINGLE_LAND
Definition SndItemID.h:3098
@ SE_VOC_MF1_YOSHI_JUMP
Definition SndItemID.h:299
@ SE_EMY_DOWN_SYNC_7
Definition SndItemID.h:1182
@ SE_VOC_PCH_WAVE_TO_L
Definition SndItemID.h:805
@ SE_VOC_MF1_JR_A_BATTLE_APP
Definition SndItemID.h:300
@ SE_VOC_MM2_SAVE_PRINCESS
Definition SndItemID.h:141
@ SE_PLY_SLIP_W
Definition SndItemID.h:1028
@ SE_OBJ_HOUDAI_S_SHOT
Definition SndItemID.h:1403
@ SE_DEMO_OP_C20_SHIP_PRPL
Definition SndItemID.h:2948
@ SE_EMY_CS_MOVE_W5_PAKKUN
Definition SndItemID.h:2303
@ SE_BOSS_JR_CROWN_DAMAGE_WATER
Definition SndItemID.h:3023
@ SE_BOSS_JR_CROWN_MOTIAGE_KOOPA
Definition SndItemID.h:3089
@ SE_VOC_KO_HIP_ATTACKED
Definition SndItemID.h:1702
@ SE_SYS_CTRL_0_CONNECTED_RC
Definition SndItemID.h:658
@ SE_EMY_CS_MOVE_W7_JUGEM
Definition SndItemID.h:2305
@ SE_OBJ_CLOUD_BLOCK_TO_JUGEM
Definition SndItemID.h:765
@ SE_VOC_CS_CMN_MA_SHIP_ATTACK
Definition SndItemID.h:3190
@ SE_PLY_FOOTNOTE_H
Definition SndItemID.h:2479
@ SE_VOC_MA_CLEAR_BOSS
Definition SndItemID.h:1569
@ SE_BOSS_CMN_FAT_LAND
Definition SndItemID.h:1987
@ SE_VOC_MM4_DAMAGE_FIRE
Definition SndItemID.h:254
@ SE_SYS_RED_RING
Definition SndItemID.h:730
@ SE_VOC_MF2_CS_SHOVED
Definition SndItemID.h:354
@ SE_BOSS_KAMECK_DISAPPEAR
Definition SndItemID.h:2966
@ SE_VOC_KO2_PJ_SPIN_JUMP_MAME
Definition SndItemID.h:1722
@ SE_SYS_PAGE
Definition SndItemID.h:649
@ SE_VOC_MM3_PNGN_SLIDE
Definition SndItemID.h:173
@ SE_EMY_DOWN_COMBO_2
Definition SndItemID.h:1144
@ SE_VOC_JR_PUNCH_GO
Definition SndItemID.h:3035
@ SEQ_BGM_KAZAN_FAST_V
Definition SndItemID.h:2551
@ SE_PLY_MSSB_FLYING
Definition SndItemID.h:2605
@ SE_VOC_LU_DAMAGE_ELEC
Definition SndItemID.h:1628
@ SE_SYS_INCORRECT
Definition SndItemID.h:2471
@ SE_MG_CMN_START
Definition SndItemID.h:2645
@ SE_VOC_LAR_LOSE_S1
Definition SndItemID.h:1802
@ SE_VOC_ROY_DOKAN_IN
Definition SndItemID.h:1819
@ SE_VOC_MF2_INTO_SANDPILLAR
Definition SndItemID.h:389
@ SE_VOC_MF1_DAMAGE_EATEN
Definition SndItemID.h:323
@ SE_SYS_MIIVERSE_WINDOW_OUT
Definition SndItemID.h:698
@ SE_EMY_BIG_KURIBO_DAMAGE
Definition SndItemID.h:2397
@ SE_VOC_MF3_CLEAR_BOSS
Definition SndItemID.h:464
@ BANK_BGM_ATHLETIC
Definition SndItemID.h:3393
@ SE_DEMO_ED_C10_KP_V_JUMP2
Definition SndItemID.h:876
@ SE_VOC_ROY_WAKE1
Definition SndItemID.h:1828
@ SE_PLY_CRASH_L
Definition SndItemID.h:1086
@ SE_VOC_MM1_TYUKAN
Definition SndItemID.h:68
@ SE_BOSS_JR_CLOWN_DAMAGE
Definition SndItemID.h:3045
@ SE_OBJ_CS_DARK_CLOUD_APPEAR_LV
Definition SndItemID.h:946
@ SE_VOC_KO_CLEAR_NORMAL
Definition SndItemID.h:1706
@ SE_BOSS_ROY_LAND
Definition SndItemID.h:2978
@ SE_OBJ_RADAR_ONPU_2
Definition SndItemID.h:1124
@ SE_OBJ_BOSS_SHIP_PRPL_LUDWIG
Definition SndItemID.h:2752
@ WSDSET_BGM_TORIDE_BOSS
Definition SndItemID.h:3236
@ SE_VOC_ROY_ESC_JUMP
Definition SndItemID.h:1829
@ _SE_OBJ_CS_DARK_CLOUD_APPEAR
Definition SndItemID.h:944
@ SE_VOC_MM3_PJ_JUMP_MAME
Definition SndItemID.h:150
@ SE_VOC_MM1_ROPE_FALL
Definition SndItemID.h:45
@ SE_BOSS_JR_CLOWN_PUNCH_REVERSE
Definition SndItemID.h:3043
@ SE_VOC_MF1_CLIFF_UP
Definition SndItemID.h:309
@ STRM_BGM_LAST_BOSS2_FAST
Definition SndItemID.h:580
@ SE_SYS_SHA_ICON_APPEAR
Definition SndItemID.h:2686
@ SE_VOC_MM3_YOSHI_JUMP
Definition SndItemID.h:169
@ SE_VOC_IGG_WAKE2
Definition SndItemID.h:1893
@ SE_BOSS_MORTON_STAMP
Definition SndItemID.h:2096
@ SE_EMY_BUNBUN_LAND_ICE
Definition SndItemID.h:2920
@ STRM_BGM_SABAKU
Definition SndItemID.h:2583
@ SE_SYS_CTRL_2_CONNECTED_TV
Definition SndItemID.h:656
@ SE_VOC_MF3_JR_A_BATTLE_APP
Definition SndItemID.h:430
@ SE_EMY_KANIBO_THROW
Definition SndItemID.h:1297
@ SE_OBJ_WARP_CANNON_APP
Definition SndItemID.h:1398
@ SE_EMY_IBARAMUSHI_KNOCK_UP
Definition SndItemID.h:1243
@ SE_PLY_ROLLING
Definition SndItemID.h:631
@ SE_BOSS_LUDWIG_ESC_JUMP
Definition SndItemID.h:2114
@ SE_VOC_KP_FALL
Definition SndItemID.h:1973
@ SE_VOC_MOR_LOSE_S2
Definition SndItemID.h:1908
@ SE_VOC_WEN_CS_JUMP_F
Definition SndItemID.h:1872
@ WSDSET_SE_SYS_BASE
Definition SndItemID.h:3244
@ SE_EMY_SHELL_CLOSE
Definition SndItemID.h:1279
@ SE_VOC_MA_DAMAGE_ELEC
Definition SndItemID.h:1556
@ SE_EMY_GABON_ROCK_MAKE_ROCK
Definition SndItemID.h:1295
@ SE_VOC_KO2_PJ_SPIN_JUMP
Definition SndItemID.h:1721
@ SE_VOC_KO2_ROPE_RELEASE
Definition SndItemID.h:1747
@ SE_SYS_NEW_POINT
Definition SndItemID.h:2367
@ WSDSET_SE_MIYAGAWA
Definition SndItemID.h:3258
@ SE_VOC_LUD_DAMAGE_L
Definition SndItemID.h:1927
@ SE_MG_IH_MM2_ACTIVE_TV
Definition SndItemID.h:145
@ SE_VOC_KO2_NAGERU
Definition SndItemID.h:1736
@ SE_BOSS_WENDY_RING_DISAPP
Definition SndItemID.h:2057
@ SE_MG_IH_WIN_GR_OPEN
Definition SndItemID.h:2217
@ PLAYER_BGM_COURSE_MAIN
Definition SndItemID.h:3435
@ SE_OBJ_BLOCK_SHUFFLE
Definition SndItemID.h:2535
@ SE_EMY_LIFT_LINE_HPDP_HEAD
Definition SndItemID.h:1326
@ WSD_BGM_SHIRO_LAST
Definition SndItemID.h:597
@ SE_PLY_FOOTNOTE_LEAF
Definition SndItemID.h:999
@ SE_MG_UH_WIN_BR_OPEN
Definition SndItemID.h:2228
@ SE_VOC_KO2_CLIFF_DIVE
Definition SndItemID.h:1749
@ STRM_BGM_LAST_BOSS2_CLEAR
Definition SndItemID.h:581
@ SE_VOC_MF4_SAVE_PRINCESS
Definition SndItemID.h:531
@ WSD_BGM_SPEED_UP
Definition SndItemID.h:565
@ SE_VOC_MF2_ITEM_COMPLETE
Definition SndItemID.h:395
@ SE_OBJ_CS_SHIP_B_LAST_FALL
Definition SndItemID.h:2820
@ SE_EMY_BUNBUN_BIG_STOMPED
Definition SndItemID.h:2935
@ SE_BOSS_LUDWIG_MAGIC_MAKE_FAST
Definition SndItemID.h:2104
@ SE_EMY_CS_W7_APPEAR
Definition SndItemID.h:2796
@ _SE_SYS_CH_TARGET_MEDAL_DOWN
Definition SndItemID.h:744
@ SE_BOSS_JR_CLOWN_MOVE
Definition SndItemID.h:3021
@ SE_VOC_MF3_ROPE_CATCH
Definition SndItemID.h:434
@ SE_BOSS_KAMECK_BLOCK_SIGN
Definition SndItemID.h:2122
@ SE_OBJ_LIFT_GATAGATA
Definition SndItemID.h:2439
@ SE_VOC_MF3_PLAYER_JOIN_MAME
Definition SndItemID.h:408
@ SE_VOC_KMC_FALL_INTO_MAP
Definition SndItemID.h:1947
@ SE_VOC_CS_LU_CAPTURED
Definition SndItemID.h:3131
@ SE_OBJ_TOUCH_3UP_MOON_APPEAR
Definition SndItemID.h:2776
@ SE_DEMO_ED_C10_LAND2_JR
Definition SndItemID.h:864
@ SE_VOC_KO_MOTIAGE
Definition SndItemID.h:1669
@ SE_VOC_KO_TIMEUP
Definition SndItemID.h:1691
@ SEQSET_SE_KOOPAJR_copy0
Definition SndItemID.h:3279
@ SE_VOC_MM1_CS_NOTICE_JR
Definition SndItemID.h:31
@ SE_VOC_LU_MOTIAGE_PLAYER
Definition SndItemID.h:1602
@ SE_VOC_MM3_CLIFF_DOWN
Definition SndItemID.h:180
@ SE_OBJ_KDOOR_CLOSE
Definition SndItemID.h:1389
@ SE_VOC_BKK_SHIKO1
Definition SndItemID.h:2862
@ SE_BOSS_JR_FIRE_BURNING
Definition SndItemID.h:2156
@ SE_SYS_BTN_EDIT_START
Definition SndItemID.h:703
@ SE_BOSS_IGGY_JUMP
Definition SndItemID.h:3060
@ SE_BOSS_MORTON_ESC_JUMP
Definition SndItemID.h:2101
@ BANK_BGM_MENU
Definition SndItemID.h:3387
@ SEQSET_RP_SE_BOSS_ROY
Definition SndItemID.h:3317
@ SE_VOC_MF2_TYUKAN
Definition SndItemID.h:393
@ SE_EMY_CMN_TOUCH_DISAPPEAR
Definition SndItemID.h:2881
@ SE_SYS_FS_COPY
Definition SndItemID.h:671
@ SE_PLY_CH_YOSHI_BBL_CATCH
Definition SndItemID.h:2611
@ SE_EMY_BUNBUN_BIG_FALL
Definition SndItemID.h:2941
@ SE_EMY_CS_KURIBO_MOVE_LV
Definition SndItemID.h:3141
@ SE_PLY_HIP_ATTACK_WATER
Definition SndItemID.h:2619
@ SE_VOC_IGG_CS_JUMP
Definition SndItemID.h:1899
@ SE_OBJ_MENBO_BOMB
Definition SndItemID.h:2424
@ SE_DEMO_OP_C50_KPHAND_THROW
Definition SndItemID.h:846
@ SE_VOC_MF4_GET_STAR
Definition SndItemID.h:524
@ SE_SYS_NICE_BATTLE_CLEAR
Definition SndItemID.h:726
@ _SE_VOC_BKK_DAMAGE_FROM_UNDER
Definition SndItemID.h:800
@ SE_VOC_LUD_CS_JUMP
Definition SndItemID.h:1939
@ SE_BOSS_LEMMY_RUSH_FOOT_R
Definition SndItemID.h:2039
@ BANK_BGM_MAP
Definition SndItemID.h:3386
@ SEQSET_BOSS_KK
Definition SndItemID.h:3309
@ SE_VOC_MF4_TYUKAN
Definition SndItemID.h:523
@ SE_VOC_MF1_TYUKAN
Definition SndItemID.h:328
@ SE_VOC_MM3_CLEAR_ANOTHER
Definition SndItemID.h:202
@ SE_VOC_MF1_CS_CHASE_SHIP
Definition SndItemID.h:290
@ SE_EMY_ELCJ_DOWN
Definition SndItemID.h:2521
@ SE_VOC_MM4_CS_SHOVED
Definition SndItemID.h:224
@ SE_VOC_MF1_CANNON_SHOT
Definition SndItemID.h:312
@ SE_VOC_MF4_CLIFF_UP
Definition SndItemID.h:504
@ SE_SYS_CH_TARGET_MEDAL_DOWN
Definition SndItemID.h:2701
@ SE_AMB_TORNADO
Definition SndItemID.h:2524
@ SE_VOC_MM4_INTO_SANDPILLAR
Definition SndItemID.h:259
@ SE_VOC_MM1_CS_JUMP
Definition SndItemID.h:26
@ SE_DEMO_ED_C10_KP_JUMP
Definition SndItemID.h:872
@ SE_OBJ_CS_BLOCK_DISAPP
Definition SndItemID.h:2311
@ SE_DEMO_ED_C30_KP_V_ESCAPE
Definition SndItemID.h:895
@ SE_OBJ_ICICLE_L_SIGN
Definition SndItemID.h:1460
@ SE_BOSS_WENDY_ESC_JUMP
Definition SndItemID.h:2071
@ GROUP_BGM_LAST_BOSS
Definition SndItemID.h:3473
@ PLAYER_SE_OBJ_ENABLE
Definition SndItemID.h:3423
@ SE_VOC_MM1_ROPE_RELEASE
Definition SndItemID.h:46
@ SE_AMB_WATER_SURFACE_DOWN
Definition SndItemID.h:1501
@ SE_OBJ_RADAR_ONPU_5_1
Definition SndItemID.h:1132
@ SE_AMB_RP_COLD
Definition SndItemID.h:2757
@ SE_VOC_MM2_STOMPED
Definition SndItemID.h:131
@ GROUP_BGM_TORIDE
Definition SndItemID.h:3457
@ SE_BOSS_WENDY_WAND_CATCH
Definition SndItemID.h:2064
@ SE_SYS_CE_SEL_STARCOIN
Definition SndItemID.h:2631
@ SE_EMY_TERESA
Definition SndItemID.h:1245
@ SE_BOSS_ROY_DOKAN_IN
Definition SndItemID.h:2021
@ SEQ_BGM_KAZAN_TIKA_V
Definition SndItemID.h:2552
@ BANK_SE_VOC_IGGY
Definition SndItemID.h:3354
@ SE_GAKKI_D_1_ON
Definition SndItemID.h:984
@ BANK_BGM_SANBASHI
Definition SndItemID.h:3402
@ SE_VOC_KO2_BALLOON_HELP
Definition SndItemID.h:1754
@ SE_PLY_FOOTNOTE_CS_WOOD
Definition SndItemID.h:2251
@ SE_VOC_MM2_DAMAGE_FREEZE
Definition SndItemID.h:125
@ SE_DEMO_OP_C20_KP_SHIP_PRPL
Definition SndItemID.h:2947
@ SE_BOSS_IGGY_DOKAN_IN
Definition SndItemID.h:3062
@ SE_EMY_PAKKUN_FIRE
Definition SndItemID.h:1194
@ SE_VOC_MF4_DAMAGE_LAST
Definition SndItemID.h:510
@ SE_PLY_PNGN_JUMP
Definition SndItemID.h:1064
@ SE_VOC_JR_SURPRISE
Definition SndItemID.h:1956
@ SE_SYS_KINO_BALLOON_DISAPP
Definition SndItemID.h:2290
@ SE_OBJ_CS_GRAVE_STONE_CLOSE
Definition SndItemID.h:939
@ SE_EMY_BIG_PAKKUN_FIRE
Definition SndItemID.h:1195
@ SEQSET_SE_WATANABE
Definition SndItemID.h:3327
@ SE_VOC_MA_SCROLL_OUT
Definition SndItemID.h:1552
@ SE_OBJ_ONPU_BLOCK_HIT
Definition SndItemID.h:2718
@ SE_BOSS_LEMMY_BOMB_FIRE
Definition SndItemID.h:2975
@ SE_VOC_KMC_BEAT_YOU
Definition SndItemID.h:1949
@ SE_VOC_MF4_WALL_KICK
Definition SndItemID.h:496
@ SE_VOC_MF3_PRPL_JUMP
Definition SndItemID.h:432
@ SE_VOC_KMC_SURPRISE
Definition SndItemID.h:1946
@ SE_VOC_MM3_PJ_JUMP
Definition SndItemID.h:149
@ SE_SYS_DIALOGUE_OUT
Definition SndItemID.h:663
@ SE_BOSS_CMN_JUMP_M
Definition SndItemID.h:1984
@ SEQSET_SE_ENEMY_04_copy0
Definition SndItemID.h:3287
@ SE_EMY_DOWN_SYNC_5
Definition SndItemID.h:1180
@ SE_PLY_FOOTNOTE_WOOD_L
Definition SndItemID.h:1014
@ SE_OBJ_FENCE_TURN_S
Definition SndItemID.h:1481
@ SE_VOC_MF1_CS_COURSE_MISS
Definition SndItemID.h:285
@ SE_VOC_MF1_CS_JUMP
Definition SndItemID.h:286
@ SE_PLY_HIT_BROS_FLR_BOUND
Definition SndItemID.h:2764
@ SE_OBJ_BOSS_KK_THUNDER_SEPARATE
Definition SndItemID.h:2733
@ PLAYER_BGM_COURSE_FANFARE
Definition SndItemID.h:3434
@ SE_PLY_LAND_ROCK
Definition SndItemID.h:1036
@ SE_VOC_MA_KISSED_PEACH
Definition SndItemID.h:809
@ SE_AMB_RP_SMALL_WINDY
Definition SndItemID.h:2753
@ SEQ_BGM_TORIDE_FAST_V
Definition SndItemID.h:2555
@ SE_VOC_MF4_CLEAR_LAST_BOSS
Definition SndItemID.h:530
@ SE_VOC_KO2_CS_JUMP
Definition SndItemID.h:1727
@ SE_VOC_WEN_SHOVED
Definition SndItemID.h:1870
@ SE_VOC_MM4_SCROLL_OUT
Definition SndItemID.h:253
@ SE_VOC_BUN_CHANGE_WING
Definition SndItemID.h:798
@ SE_EMY_CHOROPU_M_CLOSE
Definition SndItemID.h:1307
@ SE_OBJ_COIN_BOUND
Definition SndItemID.h:767
@ SE_VOC_JR_CS_SURPRISE
Definition SndItemID.h:1965
@ SE_OBJ_STONE_LAND
Definition SndItemID.h:2762
@ SE_EMY_DOWN_COMBO_3
Definition SndItemID.h:1145
@ BANK_SE_THUNDER
Definition SndItemID.h:3377
@ SE_DEMO_OP_C10_V_SURPRIZE
Definition SndItemID.h:835
@ SE_EMY_MEGA_BROS_HAMMER
Definition SndItemID.h:1255
@ SE_OBJ_SPIN_SCREW_REVERT
Definition SndItemID.h:1430
@ SE_BOSS_KOOPA_FIRE_SHOT
Definition SndItemID.h:2178
@ SE_VOC_KO2_YOSHI_JUMP
Definition SndItemID.h:1740
@ SE_PLY_FOOTNOTE_MANTA_L
Definition SndItemID.h:1008
@ SE_EMY_CS_TERESA_SHUFFLE_FLY_LV
Definition SndItemID.h:3145
@ SE_SYS_SCORE_COUNT
Definition SndItemID.h:692
@ SE_VOC_MM4_CONTINUE_COURSE
Definition SndItemID.h:228
@ SE_VOC_MOR_CS_JUMP_F
Definition SndItemID.h:1919
@ STRM_BGM_TORIDE_BOSS_FAST
Definition SndItemID.h:589
@ SE_MG_IH_WIN_BR_OPEN
Definition SndItemID.h:2218
@ SE_VOC_MM3_CLEAR_NORMAL
Definition SndItemID.h:201
@ STRM_BGM_SHORT_RESULT
Definition SndItemID.h:542
@ SE_EMY_IGAKURIBO_OPEN
Definition SndItemID.h:1260
@ SE_VOC_SHA_DAMAGE
Definition SndItemID.h:818
@ SE_BOSS_IGGY_DOWN_LAND3
Definition SndItemID.h:2085
@ SE_VOC_LUD_NOTICE2
Definition SndItemID.h:1931
@ SE_VOC_MF1_TIMEUP_MULTI
Definition SndItemID.h:317
@ SEQ_BGM_MORI_FAST_V
Definition SndItemID.h:2547
@ SE_EMY_KAME_HIT_7
Definition SndItemID.h:1175
@ SE_VOC_KMC_DAMAGE_S
Definition SndItemID.h:2969
@ SE_BGM_CS_STAR
Definition SndItemID.h:2338
@ SE_VOC_MM2_CLEAR_MULTI
Definition SndItemID.h:138
@ SE_VOC_MF3_CLEAR_NORMAL
Definition SndItemID.h:461
@ SE_VOC_BUN_ATTACKSIGN
Definition SndItemID.h:2840
@ SEQ_BGM_CHIKA_V
Definition SndItemID.h:2538
@ SE_PLY_LAND_SNOW
Definition SndItemID.h:1040
@ SE_VOC_BIRI
Definition SndItemID.h:2417
@ SE_BOSS_JR_CROWN_RIDE
Definition SndItemID.h:3096
@ SE_VOC_KP_L_DAMAGE_THERD
Definition SndItemID.h:3123
@ SE_BOSS_JR_AND_KAMC_GO
Definition SndItemID.h:3082
@ SE_EMY_KAME_FUMU
Definition SndItemID.h:1185
@ SE_VOC_KO2_KISSED_PEACH
Definition SndItemID.h:812
@ SE_BOSS_KOOPA_L_LAND
Definition SndItemID.h:2176
@ SE_VOC_CS_CMN_KP_LAUGH
Definition SndItemID.h:966
@ GROUP_BOOT
Definition SndItemID.h:3441
@ SE_VOC_LU_PLAYER_JOIN
Definition SndItemID.h:1578
@ SE_OBJ_CS_K_CASTLE_BRIDGE_APP_F
Definition SndItemID.h:2321
@ WSDSET_SE_DEMO_ED
Definition SndItemID.h:3254
@ SE_BOSS_JR_CLOWN_GO
Definition SndItemID.h:3031
@ SE_PLY_BRAKE_ICE
Definition SndItemID.h:1031
@ SE_DEMO_ED_C10_KP_PILLAR
Definition SndItemID.h:874
@ SE_EMY_KPJR_GUARDING
Definition SndItemID.h:2391
@ SE_OBJ_NEJI_BLOCK_MOVE_LV
Definition SndItemID.h:2769
@ SE_EMY_KAME_HIT_4
Definition SndItemID.h:1172
@ SEQSET_BGM_COURSE
Definition SndItemID.h:3300
@ SE_PLY_FOOTNOTE_WATER_L
Definition SndItemID.h:1004
@ SE_AMB_JUNGLE
Definition SndItemID.h:2825
@ SE_DUMMY
Definition SndItemID.h:988
@ SE_VOC_LU_PJ_SPIN_JUMP
Definition SndItemID.h:1582
@ SE_VOC_LU_CONTINUE
Definition SndItemID.h:1598
@ STRM_BGM_MENU
Definition SndItemID.h:2556
@ SE_VOC_MOR_WAKE1
Definition SndItemID.h:1912
@ SE_BOSS_CMN_DAMAGE_STAR_LAST
Definition SndItemID.h:2004
@ SE_VOC_MM3_MOTIAGE_PLAYER
Definition SndItemID.h:166
@ SE_VOC_MA_ROPE_RELEASE
Definition SndItemID.h:1540
@ SE_SYS_RANK_APP_1
Definition SndItemID.h:682
@ SE_SYS_SPEED_UP_HYPER_LV
Definition SndItemID.h:2683
@ SE_EMY_KURI_CHANGE_BIG
Definition SndItemID.h:2395
@ SE_PLY_FOOTNOTE_ROCK_CLIMB
Definition SndItemID.h:995
@ SE_SYS_SCROLL_LIST_BTN_OVER
Definition SndItemID.h:2692
@ BANK_SE_VOC_KOOPA
Definition SndItemID.h:3357
@ SE_VOC_KO2_GOAL_POLE_CATCH
Definition SndItemID.h:1748
@ SE_OBJ_BROOM_SHUTTER_OPEN
Definition SndItemID.h:1492
@ WSDSET_SE_PLY_CH_YOSHI
Definition SndItemID.h:3243
@ SE_VOC_MM2_PNGN_SLIDE
Definition SndItemID.h:108
@ SE_EMY_GESSO_JUMPOUT_MANY
Definition SndItemID.h:1293
@ SE_VOC_CS_OP_LAR_REPLY
Definition SndItemID.h:970
@ SE_OBJ_GET_DRAGON_COIN_COMPLETE
Definition SndItemID.h:772
@ SE_SYS_MAP_VIEW_QUIT
Definition SndItemID.h:2704
@ SE_VOC_MM2_ROPE_RELEASE
Definition SndItemID.h:111
@ SE_OBJ_BROOM_KEY_GET
Definition SndItemID.h:1494
@ SE_PLY_YOSHI_LAY_EGG
Definition SndItemID.h:1341
@ WSDSET_SE_SYS_COURSE
Definition SndItemID.h:3245
@ SE_SYS_RECORD_PAGE_IN
Definition SndItemID.h:716
@ WSD_BGM_ODAI_MEDAL_CMP
Definition SndItemID.h:567
@ SE_VOC_BUN_DAMAGE_L
Definition SndItemID.h:2843
@ SE_OBJ_CS_SWITCH_BLOCK
Definition SndItemID.h:2795
@ SE_VOC_ROY_SHOW_HEAD
Definition SndItemID.h:1818
@ SE_VOC_MA_GET_ITEM_2
Definition SndItemID.h:2468
@ SE_SYS_COMPLETE_MESSAGE_YELLOW
Definition SndItemID.h:717
@ SE_VOC_KO_CS_ENCOUNT
Definition SndItemID.h:1663
@ RP_BANK_SE_OBJ
Definition SndItemID.h:3407
@ SEQ_BGM_MORI_V
Definition SndItemID.h:2546
@ WSDSET_SE_VOC_COMMON
Definition SndItemID.h:3251
@ SE_VOC_PCH_HELP
Definition SndItemID.h:1789
@ SE_VOC_MM4_PLAYER_JOIN_MAME
Definition SndItemID.h:213
@ SE_OBJ_KROOM_SHUTTER_OPEN
Definition SndItemID.h:3079
@ SE_BOSS_KOOPA_L_CRASH
Definition SndItemID.h:3116
@ SE_VOC_CS_CMN_SHA_APPEAR
Definition SndItemID.h:956
@ SE_PLY_SPLASH_MAME
Definition SndItemID.h:1093
@ SE_VOC_WEN_NOTICE2
Definition SndItemID.h:1863
@ SE_VOC_MM2_ITEM_COMPLETE
Definition SndItemID.h:135
@ SE_MG_CM_CANNON_SHOT
Definition SndItemID.h:2654
@ SE_VOC_KO2_ITEM_COMPLETE
Definition SndItemID.h:1771
@ SE_DEMO_OP_C61_V_THROW
Definition SndItemID.h:847
@ SE_SYS_GREEN_COIN_TIMER2
Definition SndItemID.h:2643
@ SE_PLY_SPIN_ATTACK
Definition SndItemID.h:1052
@ SE_PLY_POLE_CATCH
Definition SndItemID.h:629
@ SEQSET_RP_SE_PLY
Definition SndItemID.h:3301
@ SE_OBJ_GET_RED_COIN_3
Definition SndItemID.h:775
@ SE_VOC_MF3_SURPRISED_PEACH
Definition SndItemID.h:934
@ SE_OBJ_BOSS_KK_THUNDER_L
Definition SndItemID.h:2734
@ SE_EMY_CS_MOVE_W1_KURIBO
Definition SndItemID.h:2299
@ SE_DEMO_ED_C10_SHIP_PRPL
Definition SndItemID.h:2949
@ SE_BOSS_ROY_DOKAN_APP
Definition SndItemID.h:2029
@ SEQSET_RP_SE_BUNBUN
Definition SndItemID.h:3312
@ SE_EMY_BOOMERANG
Definition SndItemID.h:2404
@ SE_VOC_MF3_GOAL_POLE_CATCH
Definition SndItemID.h:437
@ STRM_BGM_HIKOUSEN_BOSS
Definition SndItemID.h:593
@ SE_VOC_MF2_ROPE_RELEASE
Definition SndItemID.h:371
@ SE_VOC_KO_GOAL_POLE_CATCH
Definition SndItemID.h:1682
@ SE_VOC_MM3_JUMP_2ND
Definition SndItemID.h:167
@ SE_VOC_KO2_SCROLL_OUT
Definition SndItemID.h:1759
@ SE_EMY_CHOROBON_ROLL
Definition SndItemID.h:1303
@ SE_VOC_MM2_CS_ENCOUNT
Definition SndItemID.h:93
@ SE_SYS_NEW_OSHIRASE
Definition SndItemID.h:707
@ SE_OBJ_RC_CANNON_READY
Definition SndItemID.h:1410
@ WSDSET_SE_VOC_BUNBUN
Definition SndItemID.h:3249
@ SE_VOC_KO_PRPL_JUMP
Definition SndItemID.h:1677
@ SE_OBJ_CS_PRPL_KP_DEMO_CASTLE1
Definition SndItemID.h:2811
@ SE_PLY_SPLASH_GEL_OUT
Definition SndItemID.h:1088
@ SE_OBJ_CMN_SPLASH_GEL
Definition SndItemID.h:1374
@ SE_PLY_CH_YOSHI_FUMU
Definition SndItemID.h:2616
@ SE_VOC_MM4_CANNON_SHOT_S
Definition SndItemID.h:246
@ SE_BOSS_JR_CLOWN_OPEN
Definition SndItemID.h:3033
@ SE_PLY_BALLOON_WAFTING
Definition SndItemID.h:1104
@ SE_EMY_KOTON_LAND
Definition SndItemID.h:2912
@ GROUP_BGM_WATER
Definition SndItemID.h:3451
@ SE_OBJ_EMY_FIRE_DISAPP
Definition SndItemID.h:1351
@ SE_OBJ_RC_FENCE_ROLL
Definition SndItemID.h:1484
@ BANK_SE_VOLCANO
Definition SndItemID.h:3375
@ SE_BOSS_KOOPA_L_FIRE_START
Definition SndItemID.h:3114
@ STRM_BGM_LAST_BOSS_CLEAR
Definition SndItemID.h:578
@ SE_OBJ_TEKKYU_CRASH
Definition SndItemID.h:1453
@ WSDSET_BGM_COURSE
Definition SndItemID.h:3226
@ SE_VOC_MF2_DAMAGE_LAST
Definition SndItemID.h:380
@ STRM_BGM_MORI_FAST
Definition SndItemID.h:2596
@ SE_PLY_CROWN_LETDOWN_FAST
Definition SndItemID.h:3104
@ SE_SYS_CE_NG
Definition SndItemID.h:2627
@ STRM_BGM_SHIRO_BOSS_FAST
Definition SndItemID.h:586
@ SE_VOC_MM1_KISSED_PEACH
Definition SndItemID.h:79
@ SE_SYS_CE_PUT_COIN
Definition SndItemID.h:751
@ SE_PLY_FOOTNOTE_PNGN_L
Definition SndItemID.h:1020
@ SE_OBJ_DAIKONBOU_W_LAND
Definition SndItemID.h:1471
@ SEQSET_SE_VOC_MARIO_BASE_copy0
Definition SndItemID.h:3296
@ SE_MG_IH_MM1_ACTIVE_RC
Definition SndItemID.h:81
@ SE_EMY_DOKAN_PAKKUN_DOWN
Definition SndItemID.h:1189
@ SE_OBJ_KP_PUNCH_RETURN
Definition SndItemID.h:832
@ SE_VOC_IGG_MAGIC_SHOT
Definition SndItemID.h:1875
@ STRM_BGM_DEMO_ED2
Definition SndItemID.h:573
@ SEQSET_SE_VOC_KINOPIO_BASE
Definition SndItemID.h:3269
@ SE_MG_IH_PANEL_OPEN
Definition SndItemID.h:2209
@ SE_EMY_CS_KILLER
Definition SndItemID.h:2313
@ SE_OBJ_TEKKYU_G_ROLL
Definition SndItemID.h:1456
@ SE_SYS_CTRL_CHANGE_OK
Definition SndItemID.h:653
@ SE_BOSS_MORTON_HAMMER_UP
Definition SndItemID.h:2989
@ SE_DEMO_ED_C10_JUMP1_JR
Definition SndItemID.h:860
@ SE_OBJ_RC_UPLIFT_MOVE
Definition SndItemID.h:1418
@ BANK_RP_SE_PLAYER
Definition SndItemID.h:3405
@ SE_AMB_FIREPILLAR_SIGN
Definition SndItemID.h:1504
@ SEQSET_BGM_TRIGGER
Definition SndItemID.h:3299
@ SE_OBJ_GEN_LODA_YOUGAN
Definition SndItemID.h:2233
@ SE_BOSS_JR_CROWN_FUKKATSU
Definition SndItemID.h:3034
@ SE_SYS_FS_DELETE
Definition SndItemID.h:672
@ SE_EMY_MOUSE_WALK
Definition SndItemID.h:1249
@ SE_PLY_GLIDING
Definition SndItemID.h:2446
@ SE_EMY_CS_FIREBROS_MOVE_LV
Definition SndItemID.h:3142
@ BANK_SE_VOC_PEACH
Definition SndItemID.h:3360
@ SE_VOC_ROY_BEAT_YOU
Definition SndItemID.h:1832
@ SE_OBJ_CMN_TOUCH_DISAPPEAR
Definition SndItemID.h:2772
@ SE_VOC_CS_MA_CANNON_SHOT
Definition SndItemID.h:3181
@ SE_SYS_CH_TARGET_MEDAL_UP
Definition SndItemID.h:2700
@ SE_BOSS_MORTON_HAMMER_ATTACK_LAST
Definition SndItemID.h:3000
@ SE_OBJ_RADAR_ONPU_5
Definition SndItemID.h:1127
@ SE_BOSS_LARRY_DOWN_LAND2
Definition SndItemID.h:2014
@ SE_VOC_MM4_CS_COURSE_MISS
Definition SndItemID.h:220
@ SE_OBJ_POLTERGEIST_FLY
Definition SndItemID.h:786
@ SE_PLY_TOUCH_BIRI
Definition SndItemID.h:634
@ STRM_BGM_MG_BTL_END
Definition SndItemID.h:584
@ SE_VOC_MF3_CANNON_SHOT
Definition SndItemID.h:442