seq_ids.h (1951B)
1 #ifndef SEQ_IDS_H 2 #define SEQ_IDS_H 3 4 // Sometimes a sequence id is represented as one of the below ids (the base id), 5 // optionally OR'd with SEQ_VARIATION. 6 #define SEQ_BASE_ID 0x7f 7 #define SEQ_VARIATION 0x80 8 9 #define SEQ_MENU_GAME_OVER (SEQ_MENU_TITLE_SCREEN | SEQ_VARIATION) 10 11 enum SeqId { 12 SEQ_SOUND_PLAYER, // 0x00 13 SEQ_EVENT_CUTSCENE_COLLECT_STAR, // 0x01 14 SEQ_MENU_TITLE_SCREEN, // 0x02 15 SEQ_LEVEL_GRASS, // 0x03 16 SEQ_LEVEL_INSIDE_CASTLE, // 0x04 17 SEQ_LEVEL_WATER, // 0x05 18 SEQ_LEVEL_HOT, // 0x06 19 SEQ_LEVEL_BOSS_KOOPA, // 0x07 20 SEQ_LEVEL_SNOW, // 0x08 21 SEQ_LEVEL_SLIDE, // 0x09 22 SEQ_LEVEL_SPOOKY, // 0x0A 23 SEQ_EVENT_PIRANHA_PLANT, // 0x0B 24 SEQ_LEVEL_UNDERGROUND, // 0x0C 25 SEQ_MENU_STAR_SELECT, // 0x0D 26 SEQ_EVENT_POWERUP, // 0x0E 27 SEQ_EVENT_METAL_CAP, // 0x0F 28 SEQ_EVENT_KOOPA_MESSAGE, // 0x10 29 SEQ_LEVEL_KOOPA_ROAD, // 0x11 30 SEQ_EVENT_HIGH_SCORE, // 0x12 31 SEQ_EVENT_MERRY_GO_ROUND, // 0x13 32 SEQ_EVENT_RACE, // 0x14 33 SEQ_EVENT_CUTSCENE_STAR_SPAWN, // 0x15 34 SEQ_EVENT_BOSS, // 0x16 35 SEQ_EVENT_CUTSCENE_COLLECT_KEY, // 0x17 36 SEQ_EVENT_ENDLESS_STAIRS, // 0x18 37 SEQ_LEVEL_BOSS_KOOPA_FINAL, // 0x19 38 SEQ_EVENT_CUTSCENE_CREDITS, // 0x1A 39 SEQ_EVENT_SOLVE_PUZZLE, // 0x1B 40 SEQ_EVENT_TOAD_MESSAGE, // 0x1C 41 SEQ_EVENT_PEACH_MESSAGE, // 0x1D 42 SEQ_EVENT_CUTSCENE_INTRO, // 0x1E 43 SEQ_EVENT_CUTSCENE_VICTORY, // 0x1F 44 SEQ_EVENT_CUTSCENE_ENDING, // 0x20 45 SEQ_MENU_FILE_SELECT, // 0x21 46 SEQ_EVENT_CUTSCENE_LAKITU, // 0x22 (not in JP) 47 SEQ_COUNT 48 }; 49 50 #endif // SEQ_IDS_H