List of Sound Effects: Difference between revisions

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This article documents the different sound effects in Explorers of Sky, including their ID number and a written description.
This article documents the different sound effects in Explorers of Sky, including their ID number and a written description.


This page lists the full IDs, although in reality, those are split in a bank ID and a sound ID. For example, sound #266 would be 0x10A in hexadecimal, which indicates that the sound has a bank ID of 1 and a sound ID of 10 (0xA). Banks have their own internal name as well, as does every single sound effect in the game. Unfortunately, the internal SFX names are not listed in ID order in the ROM, so they are yet to be identified beyond the bank they belong to.
This page lists the full IDs, although in reality, those are split in a bank ID and a sound ID. For example, sound #266 would be 0x10A in hexadecimal, which indicates that the sound has a bank ID of 1 and a sound ID of 10 (0xA). Banks have their own internal name as well, as does every single sound effect in the game.
 
Keep in mind the internal names may not always reflect their context in the final game.


== ME ==
== ME ==
Line 13: Line 15:
!Internal Name
!Internal Name
!Map
!Map
!Acting Scene
!Scene
!Description
!Description
|-
|-
Line 56: Line 58:
|D03P11A
|D03P11A
|m03a1002
|m03a1002
|Unlocking special episodes, recruiting legendaries.
|Unlocking special episodes, recruiting legendaries. The normally-unused enemy evolution function will also use this if enabled.
|-
|-
|6
|6
Line 98: Line 100:
|D79P41A
|D79P41A
|s02p0701
|s02p0701
|Louder howling wind. Might be exclusive to scene after Froslass's boss fight in Crevice Cave.
|Louder howling wind. Exclusively used in scene after Froslass's boss fight in Crevice Cave. PMD1 used an earlier iteration of this if the stirring wind was getting closer, but PMD2 solely uses ME #10 for this.
|-
|-
|12
|12
Line 105: Line 107:
|None
|None
|None
|None
|Water attack sound 1. Might be unused.
|Ominous bubble sound. Unused; an earlier iteration of this sound was used for the stirring wind in PMD1's water dungeons. PMD2 solely uses ME #10 for this in all dungeons.
|-
|-
|13
|13
Line 112: Line 114:
|None
|None
|None
|None
|Water attack sound 2. Might be unused.
|Sounds like a water attack. Unused; an earlier iteration of this was used as the stirring wind was getting closer in PMD1's water dungeons.
|}
|}


Line 124: Line 126:
!ID
!ID
!ID Hex
!ID Hex
!Map
!Internal Name
!Acting Scene
!Description
!Description
|-
|-
|257
|257
|0x101
|0x101
|None
|SE_NUM_MOTION_ANIM_10
|None
|Secondary sound used for the Pokémon's hopping animation. Used by moves such as Dig or Bounce.
|
|-
|-
|258
|258
|0x102
|0x102
|None
|SE_NUM_MOTION_ANIM_11
|None
|Secondary sound used for the Pokémon's charging animation. Used by moves such as Glare, Detect, Bulk Up and Focus Punch.
|
|-
|-
|259
|259
|0x103
|0x103
|None
|SE_NUM_MOTION_ANIM_12
|None
|Secondary sound used for the Pokémon's rotating animation, e.g. throwing an item and many moves.
|
|-
|-
|260
|260
|0x104
|0x104
|None
|SE_NUM_MOTION_ANIM_2
|None
|Regular attack.
|
|-
|-
|261
|261
|0x105
|0x105
|None
|SE_NUM_MOTION_ANIM_4_1
|None
|Scratch/Slash used by Charmander, various kick moves used by the Machop line, Fake Out used by Buneary/Lopunny and Weavile. PMD1 name suffix: SCRATCH
|
|-
|-
|262
|262
|0x106
|0x106
|None
|SE_NUM_MOTION_ANIM_4_2
|None
|Special Scratch/Comet Punch sound assigned to Lickitung only, but it cannot naturally learn either of these moves. Apparently unused? PMD1 suffix: LICK
|
|-
|-
|263
|263
|0x107
|0x107
|None
|SE_NUM_MOTION_ANIM_4_3
|None
|Special Headbutt sound assigned to Heracross only, but it cannot naturally learn this move. Apparently unused? PMD1 suffix: GORE
|
|-
|-
|264
|264
|0x108
|0x108
|None
|SE_NUM_MOTION_ANIM_4_4
|None
|Special Bide sound assigned to Golem only, but it cannot naturally learn this move. Apparently unused? PMD1 suffix: ATTACK
|
|-
|-
|265
|265
|0x109
|0x109
|None
|SE_NUM_MOTION_ANIM_4_5
|None
|Special Double Kick sound used by Blaziken only. PMD1 suffix: HEEL_DOWN
|
|-
|-
|266
|266
|0x10A
|0x10A
|None
|SE_NUM_MOTION_ANIM_4_6
|None
|Special Tail Whip sound. Only used by Rattata/Raticate, Eevee/Flareon, Zigzagoon, Azurill and Skitty/Delcatty. PMD1 suffix: WAG_TAIL
|Tail Whip.
|-
|-
|267
|267
|0x10B
|0x10B
|None
|SE_NUM_MOTION_ANIM_4_7
|None
|Special Sand-Attack sound used by Stantler only. PMD1 suffix: PAWUP
|Tail Whip, also.
|-
|-
|268
|268
|0x10C
|0x10C
|None
|SE_NUM_MOTION_ANIM_4_9
|None
|Quick wing flapping sound. Used by Taillow using Odor Sleuth or Zubat/Swablu/Honchkrow using Steel Wing, among others. PMD1 suffix: WING_S
|
|-
|-
|269
|269
|0x10D
|0x10D
|None
|SE_NUM_MOTION_ANIM_4_10
|None
|Louder wing flapping sound. Steel Wing used by Fearow, Aerodactyl, Noctowl, Murkrow and Tropius or various orb effects used by Taillow/Swellow specifically produce this sound. PMD1 suffix: WING_M
|
|-
|-
|270
|270
|0x10E
|0x10E
|None
|SE_NUM_MOTION_ANIM_4_11
|None
|Another wing flapping sound. Only Wing Attack used by Moltres or Steel Wing used by Ho-Oh and Lugia appear to produce this sound naturally. PMD1 suffix: WING_L
|
|-
|-
|271
|271
|0x10F
|0x10F
|None
|SE_NUM_MOTION_ANIM_4_12
|None
|Peck, Tail Whip used by Vulpix/Ninetales, Attract used by Pichu, Corsola and Ralts. PMD1 suffix: SHAKE
|
|-
|-
|272
|272
|0x110
|0x110
|None
|SE_NUM_MOTION_ANIM_4_13
|None
|Harden used by Seedot or Nosepass, Steel Wing used by Pidgey line, Spearow, Zapdos, Natu, Taillow/Swellow and Starly line. PMD1 suffix: JUMP
|
|-
|-
|273
|273
|0x111
|0x111
|None
|SE_NUM_MOTION_ANIM_4_14
|None
|Special Destiny Bond sound used by Cacnea and Cacturne only; it accompanies their eye flash. Cacturne also uses it for Ingrain. PMD1 suffix: ATTACK_LIGHT
|
|-
|-
|274
|274
|0x112
|0x112
|None
|SE_NUM_MOTION_ANIM_8
|None
|Secondary sound used for the Pokémon's rotating animation while using Rolling Kick, Thief or Flame Wheel.
|
|-
|-
|275
|275
|0x113
|0x113
|None
|SE_NUM_MOTION_ANIM_9
|None
|Secondary sound used for the Pokémon's "Double" animation while using Double Team or Agility.
|
|-
|-
|276
|276
|0x114
|0x114
|None
|SE_NUM_EFF_EXTRA_LARGE_DAMAGE
|None
|Super effective hit.
|
|-
|-
|277
|277
|0x115
|0x115
|None
|SE_NUM_EFF_INVOKE_1
|None
|Used as a startup sound by too many moves to count.
|
|-
|-
|278
|278
|0x116
|0x116
|None
|SE_NUM_EFF_INVOKE_2
|None
|Used as a startup sound by moves such as Ember.
|
|-
|-
|279
|279
|0x117
|0x117
|None
|SE_NUM_EFF_INVOKE
|None
|Stat changes reset. Also used as a startup sound by many moves.
|Stat changes reset.
|-
|-
|280
|280
|0x118
|0x118
|None
|SE_NUM_EFF_LARGE_DAMAGE
|None
|Normal hit.
|
|-
|-
|281
|281
|0x119
|0x119
|None
|SE_NUM_EFF_MIDDLE_DAMAGE
|None
|Not very effective hit.
|
|-
|-
|282
|282
|0x11A
|0x11A
|None
|SE_NUM_EFF_PAIN_2
|None
|Power Swap or Guard Swap hit.
|
|-
|-
|283
|283
|0x11B
|0x11B
|None
|SE_NUM_EFF_SMALL_SMALL
|None
|Hit by a weak thrown item or little-effective hit (Normal attack on Ghost etc.).
|
|-
|-
|284
|284
|0x11C
|0x11C
|None
|SE_NUM_MOTION_SWITCH
|None
|Step on trap or Wonder Tile.
|
|}
|}


Line 301: Line 274:
!ID
!ID
!ID Hex
!ID Hex
!Internal Name
!Map
!Map
!Acting Scene
!Scene
!Description
!Description
|-
|-
|513
|513
|0x201
|0x201
|SE_NUM_EFF_BOMB_2
|None
|None
|None
|None
|
|Eruption (move).
|-
|-
|514
|514
|0x202
|0x202
|SE_NUM_EFF_EXCLAMATION2
|None
|None
|None
|None
|
|A high pitched chirp paired with effect animation #429, which is a copy of the exclamation mark. Cringing etc. does not use this, so it is probably unused.
|-
|-
|515
|515
|0x203
|0x203
|SE_NUM_EFF_SENRIGAN
|None
|None
|None
|None
|
|Dropeye Seed.
|-
|-
|516
|516
|0x204
|0x204
|SE_NUM_STATE_LV_DOWN
|None
|None
|None
|None
Line 331: Line 309:
|517
|517
|0x205
|0x205
|SE_NUM_EFF_ICE_ON
|None
|None
|None
|None
Line 337: Line 316:
|518
|518
|0x206
|0x206
|SE_NUM_EFF_MUD_TRAP_2
|None
|None
|None
|None
|
|Sticky Trap.
|-
|-
|519
|519
|0x207
|0x207
|SE_NUM_EFF_SPDEFE_DOWN
|None
|None
|None
|None
|
|Special Defense down.
|-
|-
|520
|520
|0x208
|0x208
|SE_NUM_EFF_USE_KEY_AFTER
|None
|None
|None
|None
|Open keyhole block in dungeons.
|Keyhole block opens in dungeons. Preceded by #553.
|-
|-
|521
|521
|0x209
|0x209
|SE_NUM_EFF_USE_MACHINE
|None
|None
|None
|None
Line 361: Line 344:
|522
|522
|0x20A
|0x20A
|SE_NUM_EFF_USE_SECRET_MACHINE
|None
|None
|None
|None
|
|"Secret Machine" is the Japanese name for HMs. However, the game does not allow the player to use HMs in dungeons and won't use this sound in the overworld or waypoints. Probably unused.
|-
|-
|523
|523
|0x20B
|0x20B
|SE_NUM_EFF_SPAT_UP
|None
|None
|None
|None
Line 373: Line 358:
|524
|524
|0x20C
|0x20C
|SE_NUM_STATE_QUESTION
|None
|None
|None
|None
|
|X-Eye Seed. Same sound as #4105.
|-
|-
|525
|525
|0x20D
|0x20D
|SE_NUM_EFF_SPDEFE_UP
|None
|None
|None
|None
Line 385: Line 372:
|526
|526
|0x20E
|0x20E
|SE_NUM_EFF_JIGOKUMIMI
|None
|None
|None
|None
Line 391: Line 379:
|527
|527
|0x20F
|0x20F
|SE_NUM_EFF_TRICK_UP
|None
|None
|None
|None
Line 397: Line 386:
|528
|528
|0x210
|0x210
|SE_NUM_STATE_DRY_UP
|None
|None
|None
|None
|
|Seismic Toss and Drought Orb drying effect (see #3350 for the sound effect used by the animation)
|-
|-
|529
|529
|0x211
|0x211
|SE_NUM_EFF_ATSPEED_UP
|None
|None
|None
|None
Line 409: Line 400:
|530
|530
|0x212
|0x212
|SE_NUM_STATE_THROW
|None
|None
|None
|None
Line 415: Line 407:
|531
|531
|0x213
|0x213
|SE_NUM_EFF_DEFENCE_UP
|P01P04A
|P01P04A
|
|s30a0701
|Defense up.
|Defense up.
|-
|-
|532
|532
|0x214
|0x214
|SE_NUM_STATE_QUAKE
|None
|None
|None
|None
|
|Earthquake or Magnitude attack. #1548 contains the hit sound.
|-
|-
|533
|533
|0x215
|0x215
|SE_NUM_STATE_STIFF
|None
|None
|None
|None
Line 433: Line 428:
|534
|534
|0x216
|0x216
|SE_NUM_EFF_DEFENCE_DOWN
|P01P04A
|P01P04A
|
|s30a0701
|Defense lowered.
|Defense lowered.
|-
|-
|535
|535
|0x217
|0x217
|SE_NUM_EFF_HITS_DOWN
|None
|None
|None
|None
|
|Accuracy lowered.
|-
|-
|536
|536
|0x218
|0x218
|SE_NUM_EFF_SPEED_UP
|None
|None
|None
|None
Line 451: Line 449:
|537
|537
|0x219
|0x219
|SE_NUM_EFF_TRICK_DOWN
|None
|None
|None
|None
Line 457: Line 456:
|538
|538
|0x21A
|0x21A
|SE_NUM_EFF_SPEED_DOWN
|None
|None
|None
|None
Line 463: Line 463:
|539
|539
|0x21B
|0x21B
|SE_NUM_EFF_HITS_UP
|None
|None
|None
|None
|
|Accuracy up? Drawing a blank on any methods, Lock-On, Acupressure etc. won't use this...
|-
|-
|540
|540
|0x21C
|0x21C
|SE_NUM_STATE_INVISIBLE
|None
|None
|None
|None
|
|Turning invisible (Vanish Seed).
|-
|-
|541
|541
|0x21D
|0x21D
|SE_NUM_EFF_PARRIZE
|None
|None
|None
|None
|
|Paralysis.
|-
|-
|542
|542
|0x21E
|0x21E
|SE_NUM_EFF_SPAT_DOWN
|None
|None
|None
|None
Line 487: Line 491:
|543
|543
|0x21F
|0x21F
|SE_NUM_STATE_REVIVE
|None
|None
|None
|None
|
|Appears to be unused. PMD1 previously used this during Jirachi's post-battle cutscene (if not recruited).
|-
|-
|544
|544
|0x220
|0x220
|SE_NUM_EFF_AT_DOWN
|None
|None
|None
|None
|
|Attack lowered.
|-
|-
|545
|545
|0x221
|0x221
|SE_NUM_STATE_JUMP
|None
|None
|None
|None
|
|Bounce.
|-
|-
|546
|546
|0x222
|0x222
|SE_NUM_STATE_PULL
|None
|None
|None
|None
|
|Trawl Orb item pull effect.
|-
|-
|547
|547
|0x223
|0x223
|SE_NUM_EFF_AT_UP
|None
|None
|None
|None
Line 517: Line 526:
|548
|548
|0x224
|0x224
|SE_NUM_EFF_THUNDER_3
|None
|None
|None
|None
|
|Charge (move).
|-
|-
|549
|549
|0x225
|0x225
|SE_NUM_EFF_ATSPEED_DOWN
|None
|None
|None
|None
|
|Attack speed down? Uncertain if this and the effect animation (#549) are ever used.
|-
|-
|550
|550
|0x226
|0x226
|SE_NUM_STATE_BLIND_EYE
|None
|None
|None
|None
Line 535: Line 547:
|551
|551
|0x227
|0x227
|SE_NUM_STATE_SWING
|None
|None
|None
|None
|
|Whiffer status (SmokeScreen etc.).
|-
|-
|552
|552
|0x228
|0x228
|SE_NUM_EFF_SMOKE_11
|None
|None
|None
|None
|
|Rising multicolor smoke (Trace ability activates).
|-
|-
|553
|553
|0x229
|0x229
|SE_NUM_EFF_USE_KEY
|None
|None
|None
|None
|
|Using a key on a keyhole block. Followed by #520.
|}
|}


Line 556: Line 571:
!ID
!ID
!ID Hex
!ID Hex
!Map
!Internal Name
!Acting Scene
!Description
!Description
|-
|-
|769
|769
|0x301
|0x301
|None
|SE_NUM_EFF_SLEEP_TRAP
|None
|Slumber trap gas.
|
|-
|-
|770
|770
|0x302
|0x302
|None
|SE_NUM_EFF_TURN
|None
|Spin trap.
|Spin trap.
|-
|-
|771
|771
|0x303
|0x303
|None
|SE_NUM_EFF_WIND_TRAP
|None
|Gust trap.
|Gust trap.
|-
|-
|772
|772
|0x304
|0x304
|None
|SE_NUM_MOTION_DOOR_BIG
|None
|
|
|-
|-
|773
|773
|0x305
|0x305
|None
|SE_NUM_MOTION_DOOR_GENERAL
|None
|Sounds like a more quiet version of #284.
|Step on trap?
|-
|-
|774
|774
|0x306
|0x306
|None
|SE_NUM_MOTION_WAVE_LARGE
|None
|Loud wave sound. Unused; an earlier iteration of this sound was used for the final stirring wind that carries the player out of PMD1's water dungeons. As previously mentioned, PMD2 solely uses ME #10 for all stirring wind effects.
|
|-
|-
|775
|775
|0x307
|0x307
|None
|SE_NUM_MOTION_WIND_LARGE
|None
|Loud ominous wind sound. Unused; an earlier iteration of this was used in PMD1 for the final stirring wind that carries the player out of non-water dungeons.
|
|-
|-
|776
|776
|0x308
|0x308
|None
|SE_NUM_TRAP_ALARM
|None
|Smoke puffs like the ones in Grudge Traps.
|Smoke puffs like the ones in Grudge Traps.
|-
|-
|777
|777
|0x309
|0x309
|None
|SE_NUM_TRAP_BETOBETA
|None
|Sticky item.
|Sticky item?
|-
|-
|778
|778
|0x30A
|0x30A
|None
|SE_NUM_TRAP_HOLE
|None
|Pitfall trap.
|Pitfall trap?
|-
|-
|779
|779
|0x30B
|0x30B
|None
|SE_NUM_TRAP_MINE
|None
|
|
|-
|-
|780
|780
|0x30C
|0x30C
|None
|SE_NUM_TRAP_SCISSOR
|None
|
|
|-
|-
|781
|781
|0x30D
|0x30D
|None
|SE_NUM_TRAP_SEAL
|None
|
|
|-
|-
|782
|782
|0x30E
|0x30E
|None
|SE_NUM_TRAP_SLEEP
|None
|Healing sleep status from Rest. Other ways of falling asleep do not seem to use this.
|
|-
|-
|783
|783
|0x30F
|0x30F
|None
|SE_NUM_TRAP_SUMMON
|None
|Grudge Trap and similar negative effects, Summon trap spawns.
|Grudge Trap and similar negative effects.
|-
|-
|784
|784
|0x310
|0x310
|None
|SE_NUM_TRAP_TURNTABLE
|None
|Confusion status (Tweeting bird sound).
|Confusion status (Tweeting bird sound).
|-
|-
|785
|785
|0x311
|0x311
|None
|SE_NUM_WEATHER_CLOUDY
|None
|Cloudy weather.
|
|-
|-
|786
|786
|0x312
|0x312
|None
|SE_NUM_WEATHER_FOG
|None
|Fog sets in.
|Cloudy weather.
|-
|-
|787
|787
|0x313
|0x313
|None
|SE_NUM_EFF_BIG_BOMB
|None
|Explosion.
|Explosion.
|-
|-
|788
|788
|0x314
|0x314
|None
|SE_NUM_EFF_BOMB
|None
|Self-Destruct.
|Self-Destruct.
|-
|-
|789
|789
|0x315
|0x315
|None
|SE_NUM_EFF_CALL_TRAP
|None
|Summon trap.
|
|-
|-
|790
|790
|0x316
|0x316
|None
|SE_NUM_EFF_MALON_TRAP
|None
|Chestnut trap. Sound is delayed by a second.
|Chestnut trap. Sound is delayed by a second.
|-
|-
|791
|791
|0x317
|0x317
|None
|SE_NUM_EFF_MUD_TRAP
|None
|Mud Trap.
|
|-
|-
|792
|792
|0x318
|0x318
|None
|SE_NUM_EFF_MUD_TRAP_1
|None
|Grimy trap.
|
|-
|-
|793
|793
|0x319
|0x319
|None
|SE_NUM_EFF_POISON_NEEDLE_TRAP
|None
|Poison trap.
|Poison trap.
|}
|}
Line 715: Line 704:
!ID
!ID
!ID Hex
!ID Hex
!Map
!Internal Name
!Acting Scene
!Description
!Description
|-
|-
|1025
|1025
|0x401
|0x401
|None
|SE_NUM_EFF_FIRE_4
|None
|Flame Wheel start.
|
|-
|-
|1026
|1026
|0x402
|0x402
|None
|SE_NUM_EFF_FIRE_5
|None
|Flamethrower projectile.
|
|-
|-
|1027
|1027
|0x403
|0x403
|None
|SE_NUM_EFF_FIRE_DAMEGE
|None
|Flamethrower/Flame Wheel hit.
|
|-
|-
|1028
|1028
|0x404
|0x404
|None
|SE_NUM_EFF_GIGA_DRAIN
|None
|Absorb or Mega Drain. Higher pitched version of #1567.
|Absorb or Mega Drain. Higher pitched version of #1566.
|-
|-
|1029
|1029
|0x405
|0x405
|None
|SE_NUM_EFF_GYROBALL_1
|None
|Gyro Ball hit.
|
|-
|-
|1030
|1030
|0x406
|0x406
|None
|SE_NUM_EFF_LIGHT_WALL
|None
|Used as a hit sound by a number of Orb effects. Used by Switcher, Blowback, Stayaway, Observer, Decoy Maker, etc.
|
|-
|-
|1031
|1031
|0x407
|0x407
|None
|SE_NUM_EFF_PAIN1
|None
|Two-Edge Orb/Trick/Role Play on target.
|
|-
|-
|1032
|1032
|0x408
|0x408
|None
|SE_NUM_EFF_PAIN
|None
|Two-Edge Orb, Trick or Role Play.
|
|-
|-
|1033
|1033
|0x409
|0x409
|None
|SE_NUM_EFF_PSYCHO_WAVE
|None
|Psywave projectile. Appears to be identical to #1036.
|
|-
|-
|1034
|1034
|0x40A
|0x40A
|None
|SE_NUM_EFF_RASTAPARGE
|None
|Luster Purge or Luminous Orb.
|
|-
|-
|1035
|1035
|0x40B
|0x40B
|None
|SE_NUM_EFF_RASTERKANON
|None
|Flash Cannon charge.
|
|-
|-
|1036
|1036
|0x40C
|0x40C
|None
|SE_NUM_EFF_SAIKE
|None
|Psybeam projectile. Appears to be identical to #1033.
|
|-
|-
|1037
|1037
|0x40D
|0x40D
|None
|SE_NUM_EFF_SAIMIN
|None
|Hypnosis projectile.
|
|-
|-
|1038
|1038
|0x40E
|0x40E
|None
|SE_NUM_EFF_SAND_HELL
|None
|Sand Tomb.
|
|-
|-
|1039
|1039
|0x40F
|0x40F
|None
|SE_NUM_EFF_STAFF_BULLET2
|None
|Transfer/Stayaway Orb projectile.
|
|-
|-
|1040
|1040
|0x410
|0x410
|None
|SE_NUM_EFF_STAFF_BULLET
|None
|Switcher/Blowback Orb projectile.
|
|-
|-
|1041
|1041
|0x411
|0x411
|None
|SE_NUM_EFF_SUKETTI
|None
|Sketch (truncated if the move connects).
|
|-
|-
|1042
|1042
|0x412
|0x412
|None
|SE_NUM_EFF_SUPUNMAGE
|None
|Kinesis (bending spoon).
|
|-
|-
|1043
|1043
|0x413
|0x413
|None
|SE_NUM_EFF_BOOST
|None
|Psycho Boost hit.
|
|-
|-
|1044
|1044
|0x414
|0x414
|None
|SE_NUM_EFF_BUREIBUBIRD_BG
|None
|Brave Bird background sound (truncated if the move connects).
|
|-
|-
|1045
|1045
|0x415
|0x415
|None
|SE_NUM_EFF_DAICHINOCHIKARA
|None
|Earth Power.
|Earth Power.
|-
|-
|1046
|1046
|0x416
|0x416
|None
|SE_NUM_EFF_DETECT
|None
|Scanner Orb, Odor Sleuth or Agility windup.
|Agility windup.
|-
|-
|1047
|1047
|0x417
|0x417
|None
|SE_NUM_EFF_FIRE_3
|None
|Unused; paired with effect animation #77 (3 small fireballs), which was previously used as a Flame Wheel startup animation in PMD1.
|
|-
|1048
|0x418
|SE_NUM_EFF_JIWARE_0
|Fissure opens (new to Sky).
|-
|1049
|0x419
|SE_NUM_EFF_JIWARE_2
|Fissure closes (new to Sky).
|}
|}


Line 862: Line 837:
!ID
!ID
!ID Hex
!ID Hex
!Map
!Internal Name
!Acting Scene
!Description
!Description
|-
|-
|1281
|1281
|0x501
|0x501
|None
|SE_NUM_EFF_BRK_STONE
|None
|Rollout hit. Also assigned to Excavate, an unused move (ID #361).
|
|-
|-
|1282
|1282
|0x502
|0x502
|None
|SE_NUM_EFF_BULLET_1
|None
|Hydro Cannon projectile.
|Water Gun.
|-
|-
|1283
|1283
|0x503
|0x503
|None
|SE_NUM_EFF_BULLET_2
|None
|Hydro Pump projectile.
|
|-
|-
|1284
|1284
|0x504
|0x504
|None
|SE_NUM_EFF_FIRE_STORM
|None
|Fire Spin.
|
|-
|-
|1285
|1285
|0x505
|0x505
|None
|SE_NUM_EFF_HEART
|None
|Attract hit.
|
|-
|-
|1286
|1286
|0x506
|0x506
|None
|SE_NUM_EFF_ICE_BALL
|None
|Ice Ball.
|
|-
|-
|1287
|1287
|0x507
|0x507
|None
|SE_NUM_EFF_ICE_BREAK
|None
|Ice Ball hit.
|
|-
|-
|1288
|1288
|0x508
|0x508
|None
|SE_NUM_EFF_LEAFBLD
|None
|Leaf Blade.
|Leaf Blade.
|-
|-
|1289
|1289
|0x509
|0x509
|None
|SE_NUM_EFF_NEOHARU
|None
|Ingrain.
|
|-
|-
|1290
|1290
|0x50A
|0x50A
|None
|SE_NUM_EFF_SMOKE_UP
|None
|Spikes or Toxic Spikes (setting the trap).
|
|-
|-
|1291
|1291
|0x50B
|0x50B
|None
|SE_NUM_EFF_STRENGTH_UP
|None
|Swagger.
|
|-
|-
|1292
|1292
|0x50C
|0x50C
|None
|SE_NUM_EFF_TOBIGERI
|None
|(Hi) Jump Kick, Low Kick, Double/Triple Kick and Rolling Kick.
|
|-
|-
|1293
|1293
|0x50D
|0x50D
|None
|SE_NUM_EFF_WARP
|None
|Teleport, Warp Seed, etc.
|Teleport, Warp Seed, etc.
|-
|-
|1294
|1294
|0x50E
|0x50E
|None
|SE_NUM_EFF_WATER_BREAK
|None
|Water Gun hit.
|Water Gun hit.
|-
|-
|1295
|1295
|0x50F
|0x50F
|None
|SE_NUM_EFF_WATER_BULLET
|None
|Water Gun projectile.
|
|-
|-
|1296
|1296
|0x510
|0x510
|None
|SE_NUM_EFF_WATER_WAVE
|None
|Water Pulse projectile.
|
|-
|-
|1297
|1297
|0x511
|0x511
|None
|SE_NUM_EFF_WEATHER_1
|None
|Weather Ball bullet.
|
|-
|-
|1298
|1298
|0x512
|0x512
|None
|SE_NUM_EFF_WEATHER_2
|None
|Weather Ball hit in sunny weather (fire).
|
|-
|-
|1299
|1299
|0x513
|0x513
|None
|SE_NUM_EFF_WEATHER_3
|None
|Weather Ball hit in rainy weather (bubbles).
|
|-
|-
|1300
|1300
|0x514
|0x514
|None
|SE_NUM_EFF_AURORA
|None
|Aurora Beam.
|
|-
|-
|1301
|1301
|0x515
|0x515
|None
|SE_NUM_EFF_BARRIA_1
|None
|Yellow beam (Reviver Seed, Magic Coat, warping out of the dungeon).
|
|-
|-
|1302
|1302
|0x516
|0x516
|None
|SE_NUM_EFF_BARRIA_4
|None
|Blue beam (Reflect).
|
|-
|-
|1303
|1303
|0x517
|0x517
|None
|SE_NUM_EFF_BIRUDOUP
|None
|Bulk Up.
|
|-
|-
|1304
|1304
|0x518
|0x518
|None
|SE_NUM_EFF_BRAKECROW
|None
|Crush Claw.
|
|-
|1305
|0x519
|SE_NUM_EFF_SHIM_FORM
|Using a Gracidea on Shaymin to change to Sky Forme (new to Sky). Same or very similar sound as #11018.
|}
|}


Line 1,015: Line 970:
!ID
!ID
!ID Hex
!ID Hex
!Map
!Internal Name
!Acting Scene
!Description
!Description
|-
|-
|1537
|1537
|0x601
|0x601
|None
|SE_NUM_EFF_POWER
|None
|Focus Energy and Focus Punch charge.
|
|-
|-
|1538
|1538
|0x602
|0x602
|None
|SE_NUM_EFF_PUNCH
|None
|Comet Punch.
|
|-
|-
|1539
|1539
|0x603
|0x603
|None
|SE_NUM_EFF_SHADOW_DIVE
|None
|Shadow Force.
|
|-
|-
|1540
|1540
|0x604
|0x604
|None
|SE_NUM_EFF_SURIKAE
|None
|Placeholder "sweat drop" sound.
|
|-
|-
|1541
|1541
|0x605
|0x605
|None
|SE_NUM_EFF_THUNDER_1
|None
|Thunderbolt.
|Spark.
|-
|-
|1542
|1542
|0x606
|0x606
|None
|SE_NUM_EFF_THUNDER_D
|None
|Spark.
|Spark hit.
|-
|-
|1543
|1543
|0x607
|0x607
|None
|SE_NUM_EFF_TOBOE
|None
|Howl.
|
|-
|-
|1544
|1544
|0x608
|0x608
|None
|SE_NUM_EFF_TOSENBO
|None
|Seal Trap, Silence Orb and Imprison.
|Disable.
|-
|-
|1545
|1545
|0x609
|0x609
|None
|SE_NUM_EFF_TUNODETUKU
|None
|Horn Attack.
|
|-
|-
|1546
|1546
|0x60A
|0x60A
|None
|SE_NUM_EFF_TWINES
|None
|Wrap.
|
|-
|-
|1546
|1547
|0x60B
|0x60B
|None
|SE_NUM_EFF_VOLTEKKA
|None
|Volt Tackle startup.
|
|-
|-
|1547
|1548
|0x60C
|0x60C
|None
|SE_NUM_EFF_WANA_DEL
|None
|Earthquake or Magnitude hit, Trapbust Orb.
|
|-
|-
|1548
|1549
|0x60D
|0x60D
|None
|SE_NUM_EFF_WEB
|None
|String Shot.
|
|-
|-
|1549
|1550
|0x60E
|0x60E
|None
|SE_NUM_EFF_WEB_2
|None
|String Shot hit.
|
|-
|-
|1550
|1551
|0x60F
|0x60F
|None
|SE_NUM_EFF_AQUA_JET
|None
|Aqua Jet start.
|
|-
|-
|1552
|1551
|0x610
|0x610
|None
|SE_NUM_EFF_AQUA_JET_1
|None
|Aqua Jet/Aqua Tail hit.
|
|-
|-
|1552
|1553
|0x611
|0x611
|None
|SE_NUM_EFF_AQUA_TAIL
|None
|Aqua Tail start.
|
|-
|-
|1553
|1554
|0x612
|0x612
|None
|SE_NUM_EFF_BARRIA
|None
|White beam (Barrier or Iron Defense)
|
|-
|-
|1554
|1555
|0x613
|0x613
|None
|SE_NUM_EFF_BARRIA_2
|None
|Green beam (Mirror Move activated)
|
|-
|-
|1555
|1556
|0x614
|0x614
|None
|SE_NUM_EFF_BELL
|None
|Heal Bell and Beat Up.
|Heal Bell.
|-
|-
|1556
|1557
|0x615
|0x615
|None
|SE_NUM_EFF_BOONRASH_HIT
|None
|Bonemerang.
|
|-
|-
|1557
|1558
|0x616
|0x616
|None
|SE_NUM_EFF_COSMO
|None
|Cosmic Power.
|
|-
|-
|1558
|1559
|0x617
|0x617
|None
|SE_NUM_EFF_CYOUHATU
|None
|This sound was clearly intended for Taunt, but only sound #259 is heard when using the move in-game. Might be unused?
|
|-
|-
|1559
|1560
|0x618
|0x618
|None
|SE_NUM_EFF_CYOUHATU_1
|None
|Taunt takes effect on opponent.
|
|-
|-
|1561
|1560
|0x619
|0x619
|None
|SE_NUM_EFF_DAMASI
|None
|Faint Attack.
|Faint Attack.
|-
|-
|1561
|1562
|0x61A
|0x61A
|None
|SE_NUM_EFF_DENGEKIHA
|None
|Shock Wave hit.
|
|-
|-
|1562
|1563
|0x61B
|0x61B
|None
|SE_NUM_EFF_DENGEKIHA_TAMA
|None
|Shock Wave shoot.
|
|-
|-
|1563
|1564
|0x61C
|0x61C
|None
|SE_NUM_EFF_DUST_SHOOT
|None
|Gunk Shot.
|
|-
|-
|1564
|1565
|0x61D
|0x61D
|None
|SE_NUM_EFF_DUST_SHOOT_BG
|None
|Gunk Shot background sound (truncated in-game)
|
|-
|-
|1565
|1566
|0x61E
|0x61E
|None
|SE_NUM_EFF_KOWAIKAO
|None
|Scary Face or Shocker Orb.
|
|-
|-
|1566
|1567
|0x61F
|0x61F
|None
|SE_NUM_EFF_KYUUSYUU
|None
|SolarBeam charge. Lower pitched version of #1028.
|Absorb or Mega Drain. Lower pitched version of #1028.
|-
|-
|1567
|1568
|0x620
|0x620
|None
|SE_NUM_EFF_MEISOU
|None
|Calm Mind, Radar Orb.
|
|}
|}


Line 1,216: Line 1,138:
!ID
!ID
!ID Hex
!ID Hex
!Map
!Internal Name
!Acting Scene
!Description
!Description
|-
|-
|1793
|1793
|0x701
|0x701
|None
|SE_NUM_EFF_AKUUSETUDAN_1
|None
|Spacial Rend.
|
|-
|-
|1794
|1794
|0x702
|0x702
|None
|SE_NUM_EFF_AQUA_RING
|None
|Aqua Ring.
|
|-
|-
|1795
|1795
|0x703
|0x703
|None
|SE_NUM_EFF_AYASIIKAZE
|None
|Ominous Wind.
|
|-
|-
|1796
|1796
|0x704
|0x704
|None
|SE_NUM_EFF_DIG
|None
|Dig. Used for both the act of burying and the attack itself.
|
|-
|-
|1797
|1797
|0x705
|0x705
|None
|SE_NUM_EFF_DIVE
|None
|Dive.
|
|-
|-
|1798
|1798
|0x706
|0x706
|None
|SE_NUM_EFF_EIGHT_WAY
|None
|Cut.
|
|-
|-
|1799
|1799
|0x707
|0x707
|None
|SE_NUM_EFF_FANG
|None
|Super Fang.
|
|-
|-
|1800
|1800
|0x708
|0x708
|None
|SE_NUM_EFF_FIX
|None
|Disable (by user).
|
|-
|-
|1801
|1801
|0x709
|0x709
|None
|SE_NUM_EFF_FUBUKI
|None
|Ice Beam projectile.
|
|-
|-
|1802
|1802
|0x70A
|0x70A
|None
|SE_NUM_EFF_FUBUKI_BRK
|None
|Ice Beam, Blizzard or Icicle Spear hit.
|
|-
|-
|1803
|1803
|0x70B
|0x70B
|None
|SE_NUM_EFF_FURAFURA
|None
|Teeter Dance or Totter Orb.
|
|-
|-
|1804
|1804
|0x70C
|0x70C
|None
|SE_NUM_EFF_IAIGIRI
|None
|Fury Cutter.
|
|-
|-
|1805
|1805
|0x70D
|0x70D
|None
|SE_NUM_EFF_ITYAMON
|None
|Torment.
|
|-
|-
|1806
|1806
|0x70E
|0x70E
|None
|SE_NUM_EFF_MISTBALL
|None
|Mist Ball projectile.
|
|-
|-
|1807
|1807
|0x70F
|0x70F
|None
|SE_NUM_EFF_NAMINORI
|None
|Surf or Cleanse Orb.
|
|-
|-
|1808
|1808
|0x710
|0x710
|None
|SE_NUM_EFF_OKUTAN
|None
|Octazooka projectile.
|
|-
|-
|1809
|1809
|0x711
|0x711
|None
|SE_NUM_EFF_POWER_PUNCH
|None
|Mega Punch.
|
|-
|-
|1810
|1810
|0x712
|0x712
|None
|SE_NUM_EFF_SIROIKIRI
|None
|Mist or Pokémon Trap.
|
|-
|-
|1811
|1811
|0x713
|0x713
|None
|SE_NUM_EFF_SMOG
|None
|Smog.
|
|-
|-
|1812
|1812
|0x714
|0x714
|None
|SE_NUM_EFF_SMOKE_7
|None
|Purple smoke (Poison Tail).
|
|-
|-
|1813
|1813
|0x715
|0x715
|None
|SE_NUM_EFF_SMOKE_9
|None
|White smoke (Baton Pass, Explosion Trap fails due to damp conditions).
|
|-
|-
|1814
|1814
|0x716
|0x716
|None
|SE_NUM_EFF_SMOKE_10
|None
|Black smoke (Octazooka hit, Blinker Seed).
|
|-
|-
|1815
|1815
|0x717
|0x717
|None
|SE_NUM_EFF_STAN
|None
|Petrify Orb or Trawl Orb.
|
|-
|-
|1816
|1816
|0x718
|0x718
|None
|SE_NUM_EFF_STONE_3
|None
|Fissure hit. Precedes the actual "fissure" effect (#1048 and #1049).
|
|-
|-
|1817
|1817
|0x719
|0x719
|None
|SE_NUM_EFF_SWEET
|None
|Sweet Scent.
|Sweet Scent.
|-
|-
|1818
|1818
|0x71A
|0x71A
|None
|SE_NUM_EFF_TEXTURE
|None
|Conversion or Camouflage.
|
|-
|-
|1819
|1819
|0x71B
|0x71B
|None
|SE_NUM_EFF_TOUMEI
|None
|Invisify Orb.
|
|-
|-
|1820
|1820
|0x71C
|0x71C
|None
|SE_NUM_EFF_AIRSLASH
|None
|Air Slash.
|
|-
|-
|1821
|1821
|0x71D
|0x71D
|None
|SE_NUM_EFF_AKUNOHADOU
|None
|Dark Pulse.
|
|-
|-
|1822
|1822
|0x71E
|0x71E
|None
|SE_NUM_EFF_AKUUSETUDAN
|None
|Spacial Rend startup.
|
|}
|}


Line 1,405: Line 1,296:
!ID
!ID
!ID Hex
!ID Hex
!Map
!Internal Name
!Acting Scene
!Description
!Description
|-
|-
|2049
|2049
|0x801
|0x801
|None
|SE_NUM_EFF_CHARGE_BEAM_1
|None
|Placeholder "sweat drop" sound.
|
|-
|-
|2050
|2050
|0x802
|0x802
|None
|SE_NUM_EFF_CHARGE_BEAM_2
|None
|Charge Beam impact.
|
|-
|-
|2051
|2051
|0x803
|0x803
|None
|SE_NUM_EFF_CROSS_POISON
|None
|Cross Poison.
|Cross Poison.
|-
|-
|2052
|2052
|0x804
|0x804
|None
|SE_NUM_EFF_DAMEOSHI
|None
|Assurance.
|
|-
|-
|2053
|2053
|0x805
|0x805
|None
|SE_NUM_EFF_DARK_HOLE
|None
|Dark Void.
|
|-
|-
|2054
|2054
|0x806
|0x806
|None
|SE_NUM_EFF_DENJIFUYUU
|None
|Magnet Rise. Identical to the sound used by Croagunk's Swap Shop (#8718).
|
|-
|-
|2055
|2055
|0x807
|0x807
|None
|SE_NUM_EFF_DOKUDUKI
|None
|Poison Jab.
|
|-
|-
|2056
|2056
|0x808
|0x808
|None
|SE_NUM_EFF_DOROBAKUDAN
|None
|Placeholder "sweat drop" sound.
|
|-
|-
|2057
|2057
|0x809
|0x809
|None
|SE_NUM_EFF_DOROBAKUDAN_1
|None
|Mud Bomb hit.
|
|-
|-
|2058
|2058
|0x80A
|0x80A
|None
|SE_NUM_EFF_DOUBLE_ATTACK
|None
|Double Hit.
|
|-
|-
|2059
|2059
|0x80B
|0x80B
|None
|SE_NUM_EFF_DRAGON_DIVE
|None
|Dragon Rush.
|
|-
|-
|2060
|2060
|0x80C
|0x80C
|None
|SE_NUM_EFF_DRAIN_PUNCH
|None
|Drain Punch.
|
|-
|-
|2061
|2061
|0x80D
|0x80D
|None
|SE_NUM_EFF_DRAIN_PUNCH_1
|None
|Placeholder "sweat drop" sound.
|
|-
|-
|2062
|2062
|0x80E
|0x80E
|None
|SE_NUM_EFF_ENERGYBALL
|None
|Energy Ball shoot.
|
|-
|-
|2063
|2063
|0x80F
|0x80F
|None
|SE_NUM_EFF_ENERGYBALL_1
|None
|Fits as a second part to the previous sound effect, but Energy Ball does not use this. Might be unused?
|
|-
|-
|2064
|2064
|0x810
|0x810
|None
|SE_NUM_EFF_ENERGYBALL_2
|None
|Energy Ball hits.
|
|-
|-
|2065
|2065
|0x811
|0x811
|None
|SE_NUM_EFF_FEINT
|None
|Feint windup.
|Feint windup.
|-
|-
|2066
|2066
|0x812
|0x812
|None
|SE_NUM_EFF_FEINT_1
|None
|Feint impact.
|Feint impact.
|-
|-
|2067
|2067
|0x813
|0x813
|None
|SE_NUM_EFF_GANSEKIHOU
|None
|"Gansekihou" is the Japanese name for Rock Wrecker, but its startup animation shares #3081 with Stone Edge instead. Might be unused.
|
|-
|-
|2068
|2068
|0x814
|0x814
|None
|SE_NUM_EFF_GANSEKIHOU_1
|None
|Placeholder "sweat drop" sound.
|
|-
|-
|2069
|2069
|0x815
|0x815
|None
|SE_NUM_EFF_GANSEKIHOU_2
|None
|Rock Wrecker impact.
|
|-
|-
|2070
|2070
|0x816
|0x816
|None
|SE_NUM_EFF_GIGA_IMPACT
|None
|Giga Impact.
|Giga Impact.
|-
|-
|2071
|2071
|0x817
|0x817
|None
|SE_NUM_EFF_HADOUDAN
|None
|Aura Sphere.
|Aura Sphere.
|-
|-
|2072
|2072
|0x818
|0x818
|None
|SE_NUM_EFF_HADOUDAN_1
|None
|Placeholder "sweat drop" sound.
|
|-
|-
|2073
|2073
|0x819
|0x819
|None
|SE_NUM_EFF_HADOUDAN_BG
|None
|Aura Sphere background sound (truncated in-game; the full sound is longer).
|
|-
|-
|2074
|2074
|0x81A
|0x81A
|None
|SE_NUM_EFF_HAKKEI
|None
|Force Palm.
|
|-
|-
|2075
|2075
|0x81B
|0x81B
|None
|SE_NUM_EFF_HANEYASUME
|None
|Roost (truncated slightly in-game).
|
|-
|-
|2076
|2076
|0x81C
|0x81C
|None
|SE_NUM_EFF_HEART_SWAP
|None
|Placeholder "sweat drop" sound.
|
|-
|-
|2077
|2077
|0x81D
|0x81D
|None
|SE_NUM_EFF_HEART_SWAP_1
|None
|Heart Swap.
|
|-
|-
|2078
|2078
|0x81E
|0x81E
|None
|SE_NUM_EFF_RASTERKANON_1
|None
|Flash Cannon hit.
|
|-
|-
|2079
|2079
|0x81F
|0x81F
|None
|SE_NUM_EFF_STEALTH_ROCK_1
|None
|Stealth Rock trap.
|
|-
|-
|2080
|2080
|0x820
|0x820
|None
|SE_NUM_EFF_BOUGYOSHIREI
|None
|Defend Order.
|
|-
|-
|2081
|2081
|0x821
|0x821
|None
|SE_NUM_EFF_BUREIBUBIRD
|None
|Brave Bird start.
|
|-
|-
|2082
|2082
|0x822
|0x822
|None
|SE_NUM_EFF_BUREIBUBIRD_1
|None
|Placeholder "sweat drop" sound.
|
|-
|-
|2083
|2083
|0x823
|0x823
|None
|SE_NUM_EFF_BUREIBUBIRD_2
|None
|Brave Bird hit.
|Brave Bird start.
|-
|-
|2084
|2084
|0x824
|0x824
|None
|SE_NUM_EFF_CHARGE_BEAM
|None
|Charge Beam charging.
|
|-
|2085
|0x825
|None
|None
|Brave Bird hit.
|-
|2086
|0x826
|None
|None
|
|}
|}


Line 1,642: Line 1,484:
!ID
!ID
!ID Hex
!ID Hex
!Map
!Internal Name
!Acting Scene
!Description
!Description
|-
|-
|2305
|2305
|0x901
|0x901
|None
|SE_NUM_EFF_HUNEN
|None
|Lava Plume.
|
|-
|-
|2306
|2306
|0x902
|0x902
|None
|SE_NUM_EFF_HUREADORAIBU
|None
|Flare Blitz startup.
|
|-
|-
|2307
|2307
|0x903
|0x903
|None
|SE_NUM_EFF_HUREADORAIBU_1
|None
|Flare Blitz impact.
|
|-
|-
|2308
|2308
|0x904
|0x904
|None
|SE_NUM_EFF_IEKI
|None
|Placeholder "sweat drop" sound.
|
|-
|-
|2309
|2309
|0x905
|0x905
|None
|SE_NUM_EFF_IEKI_1
|None
|Gastro Acid.
|
|-
|-
|2310
|2310
|0x906
|0x906
|None
|SE_NUM_EFF_INFIGHT
|None
|Close Combat.
|
|-
|-
|2311
|2311
|0x907
|0x907
|None
|SE_NUM_EFF_IRON_HEAD
|None
|Iron Head.
|
|-
|-
|2312
|2312
|0x908
|0x908
|None
|SE_NUM_EFF_IRON_HUMMER
|None
|Hammer Arm.
|
|-
|-
|2313
|2313
|0x909
|0x909
|None
|SE_NUM_EFF_IYASHINONAGAI
|None
|Healing Wish charges and rises.
|
|-
|-
|2314
|2314
|0x90A
|0x90A
|None
|SE_NUM_EFF_IYASHINONAGAI_1
|None
|Placeholder "sweat drop" sound.
|
|-
|-
|2315
|2315
|0x90B
|0x90B
|None
|SE_NUM_EFF_IYASHINONAGAI_2
|None
|Healing Wish falls onto recipient.
|
|-
|-
|2316
|2316
|0x90C
|0x90C
|None
|SE_NUM_EFF_JYUURYOKU
|None
|Gravity.
|
|-
|-
|2317
|2317
|0x90D
|0x90D
|None
|SE_NUM_EFF_KAGEUCHI
|None
|Shadow Sneak start (truncated in-game; the full sound is longer).
|
|-
|-
|2318
|2318
|0x90E
|0x90E
|None
|SE_NUM_EFF_KAGEUCHI_1
|None
|Shadow Sneak part 2.
|Shadow Sneak.
|-
|-
|2319
|2319
|0x90F
|0x90F
|None
|SE_NUM_EFF_KAIFUKUFUUJI
|None
|Heal Block.
|
|-
|-
|2320
|2320
|0x910
|0x910
|None
|SE_NUM_EFF_KAIFUKUSHIREI
|None
|Heal Order.
|
|-
|-
|2321
|2321
|0x911
|0x911
|None
|SE_NUM_EFF_KAMINARINOKIBA
|None
|Thunder Fang.
|Thunder Fang.
|-
|-
|2322
|2322
|0x912
|0x912
|None
|SE_NUM_EFF_KIAIDAMA
|None
|Focus Blast charge.
|
|-
|-
|2323
|2323
|0x913
|0x913
|None
|SE_NUM_EFF_KIAIDAMA_1
|None
|Placeholder "sweat drop" sound.
|
|-
|-
|2324
|2324
|0x914
|0x914
|None
|SE_NUM_EFF_KIAIDAMA_2
|None
|Focus Blast impact.
|
|-
|-
|2325
|2325
|0x915
|0x915
|None
|SE_NUM_EFF_KIAIDAMA_BG
|None
|Focus Blast background sound (truncated if the move connects).
|
|-
|-
|2326
|2326
|0x916
|0x916
|None
|SE_NUM_EFF_KIRIBARAI
|None
|Paired with effect animation #489; this appears to be an unused "hit" effect for Defog.
|
|-
|-
|2327
|2327
|0x917
|0x917
|None
|SE_NUM_EFF_KIRIBARAI_BG
|None
|Defog background sound.
|
|-
|-
|2328
|2328
|0x918
|0x918
|None
|SE_NUM_EFF_KIRIFUDA
|None
|Trump Card.
|
|-
|-
|2329
|2329
|0x919
|0x919
|None
|SE_NUM_EFF_MIKADUKINOMAI
|None
|Lunar Dance charge (truncated in-game; the full sound is longer)
|
|-
|-
|2330
|2330
|0x91A
|0x91A
|None
|SE_NUM_EFF_MIKADUKINOMAI_1
|None
|Lunar Dance (moon graphic rises).
|
|-
|-
|2331
|2331
|0x91B
|0x91B
|None
|SE_NUM_EFF_BARETTPANCHI
|None
|Bullet Punch.
|
|-
|-
|2332
|2332
|0x91C
|0x91C
|None
|SE_NUM_EFF_GYROBALL
|None
|Gyro Ball start.
|Gyro Ball.
|-
|-
|2333
|2333
|0x91D
|0x91D
|None
|SE_NUM_EFF_HONOONOKIBA
|None
|Fire Fang.
|
|-
|-
|2334
|2334
|0x91E
|0x91E
|None
|SE_NUM_EFF_HOUDEN
|None
|Discharge.
|Discharge.
|-
|-
|2335
|2335
|0x91F
|0x91F
|None
|SE_NUM_EFF_HOUDEN_1
|None
|Discharge hits.
|Discharge hits.
|-
|-
|2336
|2336
|0x920
|0x920
|None
|SE_NUM_EFF_HUIUCHI
|None
|Sucker Punch.
|
|}
|}


Line 1,843: Line 1,652:
!ID
!ID
!ID Hex
!ID Hex
!Map
!Internal Name
!Acting Scene
!Description
!Description
|-
|-
|2561
|2561
|0xA01
|0xA01
|None
|SE_NUM_EFF_MAGUNETTOBOM
|None
|Magnet Bomb.
|Magnet Bomb.
|-
|-
|2562
|2562
|0xA02
|0xA02
|None
|SE_NUM_EFF_MANETKKO
|None
|Copycat.
|
|-
|-
|2563
|2563
|0xA03
|0xA03
|None
|SE_NUM_EFF_MANETKKO_1
|None
|Placeholder "sweat drop" sound.
|Stat-down copy.
|-
|-
|2564
|2564
|0xA04
|0xA04
|None
|SE_NUM_EFF_MANETKKO_2
|None
|Copycat startup.
|
|-
|-
|2565
|2565
|0xA05
|0xA05
|None
|SE_NUM_EFF_METARUBARST
|None
|Metal Burst fire.
|
|-
|-
|2566
|2566
|0xA06
|0xA06
|None
|SE_NUM_EFF_METARUBARST_1
|None
|Metal Burst hit.
|
|-
|-
|2567
|2567
|0xA07
|0xA07
|None
|SE_NUM_EFF_MEZAMASHIBINTA
|None
|Wake-Up Slap.
|
|-
|-
|2568
|2568
|0xA08
|0xA08
|None
|SE_NUM_EFF_MIRAKURUAI
|None
|Miracle Eye charge (sound gets truncated in-game; the full sound is longer and quite strange).
|
|-
|-
|2569
|2569
|0xA09
|0xA09
|None
|SE_NUM_EFF_MIRAKURUAI_1
|None
|Miracle Eye hit.
|
|-
|-
|2570
|2570
|0xA0A
|0xA0A
|None
|SE_NUM_EFF_MIRRORSHOT
|None
|Mirror Shot.
|Mirror Shot.
|-
|-
|2571
|2571
|0xA0B
|0xA0B
|None
|SE_NUM_EFF_MIRRORSHOT_1
|None
|Placeholder "sweat drop" sound.
|Stat-down copy.
|-
|-
|2572
|2572
|0xA0C
|0xA0C
|None
|SE_NUM_EFF_MIRRORSHOT_2
|None
|Mirror Shot hit.
|Mirror Shot hit.
|-
|-
|2573
|2573
|0xA0D
|0xA0D
|None
|SE_NUM_EFF_MOROHANOZUTUKI
|None
|Head Smash.
|
|-
|-
|2574
|2574
|0xA0E
|0xA0E
|None
|SE_NUM_EFF_MUSHIKUI
|None
|Bug Bite.
|
|-
|-
|2575
|2575
|0xA0F
|0xA0F
|None
|SE_NUM_EFF_MUSHINOSAZAMEKI
|None
|Bug Buzz.
|
|-
|-
|2576
|2576
|0xA10
|0xA10
|None
|SE_NUM_EFF_NAYAMINOTANE
|None
|Placeholder "sweat drop" sound.
|Stat-down copy.
|-
|-
|2577
|2577
|0xA11
|0xA11
|None
|SE_NUM_EFF_NAYAMINOTANE_1
|None
|Worry Seed hit.
|
|-
|-
|2578
|2578
|0xA12
|0xA12
|None
|SE_NUM_EFF_NIGIRITUBUSU
|None
|Crush Grip.
|
|-
|-
|2579
|2579
|0xA13
|0xA13
|None
|SE_NUM_EFF_KOORINOKIBA
|None
|Ice Fang.
|
|-
|-
|2580
|2580
|0xA14
|0xA14
|None
|SE_NUM_EFF_KOORINOTUBUTE
|None
|Ice Shard startup.
|
|-
|-
|2581
|2581
|0xA15
|0xA15
|None
|SE_NUM_EFF_KOORINOTUBUTE_1
|None
|Placeholder "sweat drop" sound.
|Stat-down copy.
|-
|-
|2582
|2582
|0xA16
|0xA16
|None
|SE_NUM_EFF_KOORINOTUBUTE_2
|None
|Ice Shard hit.
|
|-
|-
|2583
|2583
|0xA17
|0xA17
|None
|SE_NUM_EFF_KOUGEKISHIREI
|None
|Attack Order.
|
|-
|-
|2584
|2584
|0xA18
|0xA18
|None
|SE_NUM_EFF_KUSAMUSUBI
|None
|Grass Knot.
|
|-
|-
|2585
|2585
|0xA19
|0xA19
|None
|SE_NUM_EFF_LEAFSTOME
|None
|Leaf Storm charge/shoot.
|
|-
|-
|2586
|2586
|0xA1A
|0xA1A
|None
|SE_NUM_EFF_LEAFSTOME_1
|None
|Placeholder "sweat drop" sound.
|Stat-down copy.
|-
|-
|2587
|2587
|0xA1B
|0xA1B
|None
|SE_NUM_EFF_LEAFSTOME_2
|None
|Leaf Storm hit.
|
|-
|-
|2588
|2588
|0xA1C
|0xA1C
|None
|SE_NUM_EFF_LEAFSTOME_BG
|None
|Leaf Storm background sound (truncated if the move connects).
|
|-
|-
|2589
|2589
|0xA1D
|0xA1D
|None
|SE_NUM_EFF_MAGUMASTOME
|None
|Magma Storm.
|
|}
|}


Line 2,026: Line 1,805:
!ID
!ID
!ID Hex
!ID Hex
!Map
!Internal Name
!Acting Scene
!Description
!Description
|-
|-
|2817
|2817
|0xB01
|0xB01
|None
|SE_NUM_EFF_POWERSUWAPP
|None
|Power Swap or Guard Swap projectile.
|
|-
|-
|2818
|2818
|0xB02
|0xB02
|None
|SE_NUM_EFF_POWERTRICK
|None
|Power Trick.
|
|-
|-
|2819
|2819
|0xB03
|0xB03
|None
|SE_NUM_EFF_POWERWIPP
|None
|Power Whip.
|
|-
|-
|2820
|2820
|0xB04
|0xB04
|None
|SE_NUM_EFF_PSYCHO_CUTTER
|None
|"Psycho Cutter" is the Japanese name for Psycho Cut, but it shares #2839 with Zen Headbutt instead. Might be unused?
|
|-
|-
|2821
|2821
|0xB05
|0xB05
|None
|SE_NUM_EFF_PSYCHO_CUTTER_1
|None
|Appears to be the same sound as #2820.
|
|-
|-
|2822
|2822
|0xB06
|0xB06
|None
|SE_NUM_EFF_PSYCHOSHIFT
|None
|Psycho Shift startup (truncated in-game; the full sound is longer)
|
|-
|-
|2823
|2823
|0xB07
|0xB07
|None
|SE_NUM_EFF_PSYCHOSHIFT_1
|None
|Psycho Shift part 2.
|
|-
|-
|2824
|2824
|0xB08
|0xB08
|None
|SE_NUM_EFF_ROKKATTO
|None
|Rock Polish.
|Rock Polish.
|-
|-
|2825
|2825
|0xB09
|0xB09
|None
|SE_NUM_EFF_ROKKURAIMU
|None
|Rock Climb.
|
|-
|-
|2826
|2826
|0xB0A
|0xB0A
|None
|SE_NUM_EFF_ROKKURAIMU_1
|None
|Rock Climb hit.
|
|-
|-
|2827
|2827
|0xB0B
|0xB0B
|None
|SE_NUM_EFF_RYUUNOHADOU
|None
|Dragon Pulse.
|
|-
|-
|2828
|2828
|0xB0C
|0xB0C
|None
|SE_NUM_EFF_RYUUNOHADOU_1
|None
|Placeholder "sweat drop" sound.
|Stat-down copy.
|-
|-
|2829
|2829
|0xB0D
|0xB0D
|None
|SE_NUM_EFF_RYUUSEIGUN
|None
|Draco Meteor.
|Draco Meteor.
|-
|-
|2830
|2830
|0xB0E
|0xB0E
|None
|SE_NUM_EFF_SABAKINOTUBUTE
|None
|Judgment (Normally unused).
|Judgment (Normally unused).
|-
|-
|2831
|2831
|0xB0F
|0xB0F
|None
|SE_NUM_EFF_SAKIDORI
|None
|Me First steals from target.
|
|-
|-
|2832
|2832
|0xB10
|0xB10
|None
|SE_NUM_EFF_SAKIDORI_1
|None
|Placeholder "sweat drop" sound.
|Stat-down copy.
|-
|-
|2833
|2833
|0xB11
|0xB11
|None
|SE_NUM_EFF_SAKIDORI_2
|None
|Me First on user.
|
|-
|-
|2834
|2834
|0xB12
|0xB12
|None
|SE_NUM_EFF_SASHIOSAE
|None
|Embargo affects target.
|
|-
|-
|2835
|2835
|0xB13
|0xB13
|None
|SE_NUM_EFF_SCISSOR_CROSS
|None
|X-Scissor.
|
|-
|-
|2836
|2836
|0xB14
|0xB14
|None
|SE_NUM_EFF_SEEDFLAR
|None
|Seed Flare.
|Seed Flare.
|-
|-
|2837
|2837
|0xB15
|0xB15
|None
|SE_NUM_EFF_SHADOWCROW
|None
|Shadow Claw.
|
|-
|-
|2838
|2838
|0xB16
|0xB16
|None
|SE_NUM_EFF_SHIBORITORU
|None
|Wring Out.
|
|-
|-
|2839
|2839
|0xB17
|0xB17
|None
|SE_NUM_EFF_SHINENNOZUTUKI
|None
|Zen Headbutt startup.
|
|-
|-
|2840
|2840
|0xB18
|0xB18
|None
|SE_NUM_EFF_SHINENNOZUTUKI_1
|None
|Zen Headbutt impact.
|
|-
|-
|2841
|2841
|0xB19
|0xB19
|None
|SE_NUM_EFF_SHINKUUHA
|None
|Vacuum Wave.
|
|-
|-
|2842
|2842
|0xB1A
|0xB1A
|None
|SE_NUM_EFF_OIKAZE
|None
|Tailwind effect.
|
|-
|-
|2843
|2843
|0xB1B
|0xB1B
|None
|SE_NUM_EFF_OIKAZE_BG
|None
|Tailwind background sound.
|
|-
|-
|2844
|2844
|0xB1C
|0xB1C
|None
|SE_NUM_EFF_OSHABERI
|None
|Chatter.
|
|-
|-
|2845
|2845
|0xB1D
|0xB1D
|None
|SE_NUM_EFF_POWERJEM
|None
|Power Gem.
|Power Gem.
|-
|-
|2846
|2846
|0xB1E
|0xB1E
|None
|SE_NUM_EFF_POWERJEM_1
|None
|Placeholder "sweat drop" sound.
|Stat-down copy.
|-
|-
|2847
|2847
|0XB1F
|0XB1F
|None
|SE_NUM_EFF_POWERJEM_2
|None
|Power Gem hit.
|Power Gem hit.
|}
|}
Line 2,221: Line 1,968:
!ID
!ID
!ID Hex
!ID Hex
!Map
!Internal Name
!Acting Scene
!Description
!Description
|-
|-
|3073
|3073
|0xC01
|0xC01
|None
|SE_NUM_EFF_BIND_STONE
|None
|Rock Tomb.
|
|-
|-
|3074
|3074
|0xC02
|0xC02
|None
|SE_NUM_EFF_BITE
|None
|Bite or Crunch.
|
|-
|-
|3075
|3075
|0xC03
|0xC03
|None
|SE_NUM_EFF_BLACK_FOG
|None
|Haze.
|
|-
|-
|3076
|3076
|0xC04
|0xC04
|None
|SE_NUM_EFF_BLASTBURN
|None
|Blast Burn.
|
|-
|-
|3077
|3077
|0xC05
|0xC05
|None
|SE_NUM_EFF_SHIOMIZU
|None
|Brine.
|Brine.
|-
|-
|3078
|3078
|0xC06
|0xC06
|None
|SE_NUM_EFF_SHIPPEGAESHI
|None
|Payback start (mostly truncated in-game).
|
|-
|-
|3079
|3079
|0xC07
|0xC07
|None
|SE_NUM_EFF_SHIPPEGAESHI_1
|None
|Payback activate.
|
|-
|-
|3080
|3080
|0xC08
|0xC08
|None
|SE_NUM_EFF_SHIZENNOMEGUMI
|None
|Natural Gift.
|
|-
|-
|3081
|3081
|0xC09
|0xC09
|None
|SE_NUM_EFF_STONE_EDGE
|None
|Stone Edge.
|Stone Edge.
|-
|-
|3082
|3082
|0xC0A
|0xC0A
|None
|SE_NUM_EFF_TANEBAKUDAN
|None
|Placeholder "sweat drop" sound.
|Stat-down copy.
|-
|-
|3083
|3083
|0xC0B
|0xC0B
|None
|SE_NUM_EFF_TANEBAKUDAN_1
|None
|Seed Bomb hit.
|
|-
|-
|3084
|3084
|0xC0C
|0xC0C
|None
|SE_NUM_EFF_TOKINOHOUKOU
|None
|Roar of Time. See #11532 for the alternative variant used during SE5 cutscenes.
|
|-
|-
|3085
|3085
|0xC0D
|0xC0D
|None
|SE_NUM_EFF_TOKINOHOUKOU_1
|None
|Roar of Time hit.
|
|-
|-
|3086
|3086
|0xC0E
|0xC0E
|None
|SE_NUM_EFF_TONBOGAERI
|None
|U-turn start.
|
|-
|-
|3087
|3087
|0xC0F
|0xC0F
|None
|SE_NUM_EFF_TONBOGAERI_1
|None
|Placeholder "sweat drop" sound.
|Stat-down copy.
|-
|-
|3088
|3088
|0xC10
|0xC10
|None
|SE_NUM_EFF_TONBOGAERI_2
|None
|U-turn attack and return.
|
|-
|-
|3089
|3089
|0xC11
|0xC11
|None
|SE_NUM_EFF_TOTTEOKI
|None
|Last Resort.
|
|-
|-
|3090
|3090
|0xC12
|0xC12
|None
|SE_NUM_EFF_TUBOWOTUKU
|None
|Acupressure.
|
|-
|-
|3091
|3091
|0xC13
|0xC13
|None
|SE_NUM_EFF_TUIBAMU
|None
|Pluck.
|
|-
|-
|3092
|3092
|0xC14
|0xC14
|None
|SE_NUM_EFF_TUJIGIRI
|None
|Night Slash.
|Night Slash.
|-
|-
|3093
|3093
|0xC15
|0xC15
|None
|SE_NUM_EFF_WARUDAKUMI
|None
|Nasty Plot.
|
|-
|-
|3094
|3094
|0xC16
|0xC16
|None
|SE_NUM_EFF_WOODHUNMMER
|None
|Wood Hammer.
|
|-
|-
|3095
|3095
|0xC17
|0xC17
|None
|SE_NUM_EFF_YUKINADARE
|None
|Avalanche.
|
|-
|-
|3096
|3096
|0xC18
|0xC18
|None
|SE_NUM_EFF_YUUWAKU
|None
|Captivate.
|
|-
|-
|3097
|3097
|0xC19
|0xC19
|None
|SE_NUM_EFF_AIR_CUT
|None
|Air Cutter.
|Air Cutter.
|-
|-
|3098
|3098
|0xC1A
|0xC1A
|None
|SE_NUM_EFF_ANGEL_KISS
|None
|Sweet Kiss.
|Attract.
|-
|-
|3099
|3099
|0xC1B
|0xC1B
|None
|SE_NUM_EFF_BAKAJIKARA
|None
|Superpower.
|
|-
|-
|3100
|3100
|0xC1C
|0xC1C
|None
|SE_NUM_EFF_BAKURETUPANCH
|None
|DynamicPunch.
|
|-
|-
|3101
|3101
|0xC1D
|0xC1D
|None
|SE_NUM_EFF_BARRIA_3
|None
|Pink beam (Mirror Coat).
|Reviver Seed activated.
|-
|-
|3102
|3102
|0xC1E
|0xC1E
|None
|SE_NUM_EFF_BELLY
|None
|Belly Drum.
|Belly Drum.
|}
|}
Line 2,410: Line 2,126:
!ID
!ID
!ID Hex
!ID Hex
!Map
!Internal Name
!Acting Scene
!Description
!Description
|-
|-
|3329
|3329
|0xD01
|0xD01
|None
|SE_NUM_EFF_BULLET_4
|None
|Hyper Beam projectile.
|
|-
|-
|3330
|3330
|0xD02
|0xD02
|None
|SE_NUM_EFF_BULLET_5
|None
|BubbleBeam projectile.
|
|-
|-
|3331
|3331
|0xD03
|0xD03
|None
|SE_NUM_EFF_BULLET_6
|None
|Aeroblast projectile.
|
|-
|-
|3332
|3332
|0xD04
|0xD04
|None
|SE_NUM_EFF_BURN
|None
|Burn status activates.
|
|-
|-
|3333
|3333
|0xD05
|0xD05
|None
|SE_NUM_EFF_CALL
|None
|Rollcall Orb.
|
|-
|-
|3334
|3334
|0xD06
|0xD06
|None
|SE_NUM_EFF_CHEW
|None
|Unused; assigned to effect animation #95 (three bites/chewing), which was previously used by Crunch in PMD1. Crunch shares #3074 with Bite in PMD2.
|
|-
|-
|3335
|3335
|0xD07
|0xD07
|None
|SE_NUM_EFF_CHOP
|None
|Karate Chop.
|
|-
|-
|3336
|3336
|0xD08
|0xD08
|None
|SE_NUM_EFF_CLOSS_CHOP
|None
|Cross Chop.
|
|-
|-
|3337
|3337
|0xD09
|0xD09
|None
|SE_NUM_EFF_CORNER
|None
|Sharpen.
|
|-
|-
|3338
|3338
|0xD0A
|0xD0A
|None
|SE_NUM_EFF_DAKURYUU
|None
|Muddy Water.
|
|-
|-
|3339
|3339
|0xD0B
|0xD0B
|None
|SE_NUM_EFF_DANCING_FLOWER
|None
|Petal Dance.
|Petal Dance.
|-
|-
|3340
|3340
|0xD0C
|0xD0C
|None
|SE_NUM_EFF_DEATH_SONG
|None
|Perish Song.
|
|-
|-
|3341
|3341
|0xD0D
|0xD0D
|None
|SE_NUM_EFF_DEEP_GRUDGE
|None
|Grudge.
|
|-
|-
|3342
|3342
|0xD0E
|0xD0E
|None
|SE_NUM_EFF_DENZIHOU
|None
|Zap Cannon shoot.
|
|-
|-
|3343
|3343
|0xD0F
|0xD0F
|None
|SE_NUM_EFF_DETECT_2
|None
|Lock-On.
|
|-
|-
|3344
|3344
|0xD10
|0xD10
|None
|SE_NUM_EFF_DOKUNOKONA
|None
|PoisonPowder. Same(?) sound as #3846 and #4116.
|
|-
|-
|3345
|3345
|0xD11
|0xD11
|None
|SE_NUM_EFF_DORIRU
|None
|Drill Peck.
|
|-
|-
|3346
|3346
|0xD12
|0xD12
|None
|SE_NUM_EFF_DOROASOBI
|None
|Mud Sport up.
|
|-
|-
|3347
|3347
|0xD13
|0xD13
|None
|SE_NUM_EFF_DOROASOBI_1
|None
|Mud Sport down.
|
|-
|-
|3348
|3348
|0xD14
|0xD14
|None
|SE_NUM_EFF_DOROASOBI_2
|None
|Mud-Slap.
|
|-
|-
|3349
|3349
|0xD15
|0xD15
|None
|SE_NUM_EFF_DRESSING
|None
|SmellingSalt.
|
|-
|-
|3350
|3350
|0xD16
|0xD16
|None
|SE_NUM_EFF_DRY
|None
|Drought Orb "sun" animation (see #528 for the actual drying effect).
|
|-
|-
|3351
|3351
|0xD17
|0xD17
|None
|SE_NUM_EFF_EGG
|None
|Softboiled.
|
|-
|-
|3352
|3352
|0xD18
|0xD18
|None
|SE_NUM_EFF_ENCORE
|None
|Encore.
|Encore.
|-
|-
|3353
|3353
|0xD19
|0xD19
|None
|SE_NUM_EFF_ENCORE_2
|None
|Encore affects target.
|
|-
|-
|3354
|3354
|0xD1A
|0xD1A
|None
|SE_NUM_EFF_BREIZEKICK
|None
|Blaze Kick.
|
|-
|-
|3355
|3355
|0xD1B
|0xD1B
|None
|SE_NUM_EFF_BUBLE
|None
|Bubble.
|Bubble.
|-
|-
|3356
|3356
|0xD1C
|0xD1C
|None
|SE_NUM_EFF_BUBLE_BRK
|None
|Bubble hit.
|
|-
|-
|3357
|3357
|0xD1D
|0xD1D
|None
|SE_NUM_EFF_BULLET_3
|None
|Mud Shot projectile.
|
|}
|}


Line 2,593: Line 2,279:
!ID
!ID
!ID Hex
!ID Hex
!Map
!Internal Name
!Acting Scene
!Description
!Description
|-
|-
|3585
|3585
|0xE01
|0xE01
|None
|SE_NUM_EFF_FLOWER_DOWN
|None
|Aromatherapy flower moves down.
|Aromatherapy.
|-
|-
|3586
|3586
|0xE02
|0xE02
|None
|SE_NUM_EFF_FUMITUKE
|None
|Stomp.
|
|-
|-
|3587
|3587
|0xE03
|0xE03
|None
|SE_NUM_EFF_GENSI_POWER
|None
|Ancient Power windup.
|Ancient Power windup.
|-
|-
|3588
|3588
|0xE04
|0xE04
|None
|SE_NUM_EFF_GINIRONOKAZE
|None
|Silver Wind.
|Silver Wind.
|-
|-
|3589
|3589
|0xE05
|0xE05
|None
|SE_NUM_EFF_GODBARD
|None
|Sky Attack part 2.
|
|-
|-
|3590
|3590
|0xE06
|0xE06
|None
|SE_NUM_EFF_GURAD_S
|None
|Safeguard.
|
|-
|-
|3591
|3591
|0xE07
|0xE07
|None
|SE_NUM_EFF_HAKIDASU
|None
|Spit Up.
|
|-
|-
|3592
|3592
|0xE08
|0xE08
|None
|SE_NUM_EFF_HAMETUNONEGAI
|None
|Escape Orb.
|Escape Orb.
|-
|-
|3593
|3593
|0xE09
|0xE09
|None
|SE_NUM_EFF_HASAMIGIROTIN
|None
|Guillotine.
|
|-
|-
|3594
|3594
|0xE0A
|0xE0A
|None
|SE_NUM_EFF_HASAMU
|None
|ViceGrip.
|
|-
|-
|3595
|3595
|0xE0B
|0xE0B
|None
|SE_NUM_EFF_HATAKIOTOSU
|None
|Knock Off.
|
|-
|-
|3596
|3596
|0xE0C
|0xE0C
|None
|SE_NUM_EFF_HATUGA
|None
|Leech Seed hit.
|
|-
|-
|3597
|3597
|0xE0D
|0xE0D
|None
|SE_NUM_EFF_HEDORO_AT
|None
|Sludge.
|
|-
|-
|3598
|3598
|0xE0E
|0xE0E
|None
|SE_NUM_EFF_HEDOROBAKUDAN
|None
|Sludge Bomb shoot. Appears to be the same sound as #3597.
|
|-
|-
|3599
|3599
|0xE0F
|0xE0F
|None
|SE_NUM_EFF_HISSATUMAE
|None
|Hyper Fang.
|
|-
|-
|3600
|3600
|0xE10
|0xE10
|None
|SE_NUM_EFF_HITKAKU
|None
|Scratch.
|
|-
|-
|3601
|3601
|0xE11
|0xE11
|None
|SE_NUM_EFF_HOTARUBI
|None
|Tail Glow.
|
|-
|-
|3602
|3602
|0xE12
|0xE12
|None
|SE_NUM_EFF_HUMMER
|None
|Crabhammer.
|
|-
|-
|3603
|3603
|0xE13
|0xE13
|None
|SE_NUM_EFF_HYPER_VOICE
|None
|Hyper Voice.
|Hyper Voice.
|-
|-
|3604
|3604
|0xE14
|0xE14
|None
|SE_NUM_EFF_ICE_OBJ
|None
|Sheer Cold.
|
|-
|-
|3605
|3605
|0xE15
|0xE15
|None
|SE_NUM_EFF_INSTIGATE
|None
|Flatter.
|
|-
|-
|3606
|3606
|0xE16
|0xE16
|None
|SE_NUM_EFF_JIKOANJI
|None
|Psych Up.
|
|-
|-
|3607
|3607
|0xE17
|0xE17
|None
|SE_NUM_EFF_KAIFUKU
|None
|Assigned internally to both the dummied out Moonlight healing effect (effect anim #273) and a Healing Wish projectile (effect anim #462) but the move doesn't seem to use this in practice. Might be unused?
|
|-
|-
|3608
|3608
|0xE18
|0xE18
|None
|SE_NUM_EFF_KINZOKUON
|None
|Metal Sound.
|
|-
|-
|3609
|3609
|0xE19
|0xE19
|None
|SE_NUM_EFF_KIRISAKU
|None
|Slash.
|
|-
|-
|3610
|3610
|0xE1A
|0xE1A
|None
|SE_NUM_EFF_KISS
|None
|Lovely Kiss.
|
|-
|-
|3611
|3611
|0xE1B
|0xE1B
|None
|SE_NUM_EFF_FEATHERDANCE
|None
|Feather Dance.
|Feather Dance.
|-
|-
|3612
|3612
|0xE1C
|0xE1C
|None
|SE_NUM_EFF_FIRE_3_BULLET
|None
|Fire Blast projectile.
|
|-
|-
|3613
|3613
|0xE1D
|0xE1D
|None
|SE_NUM_EFF_FIRE_3_HIT
|None
|Fire Blast hit.
|
|-
|-
|3614
|3614
|0xE1E
|0xE1E
|None
|SE_NUM_EFF_FLASHU
|None
|Flash.
|
|}
|}


Line 2,782: Line 2,437:
!ID
!ID
!ID Hex
!ID Hex
!Map
!Internal Name
!Acting Scene
!Description
!Description
|-
|-
|3841
|3841
|0xF01
|0xF01
|None
|SE_NUM_EFF_MIDARE
|None
|Fury Swipes.
|
|-
|-
|3842
|3842
|0xF02
|0xF02
|None
|SE_NUM_EFF_NEGAIGOTO
|None
|Wish.
|
|-
|-
|3843
|3843
|0xF03
|0xF03
|None
|SE_NUM_EFF_MAGICAL_LEEF_BULLET
|None
|Magical Leaf projectile.
|
|-
|-
|3844
|3844
|0xF04
|0xF04
|None
|SE_NUM_EFF_MINEUTI
|None
|False Swipe.
|
|-
|-
|3845
|3845
|0xF05
|0xF05
|None
|SE_NUM_EFF_KUSABUE
|None
|GrassWhistle.
|
|-
|-
|3846
|3846
|0xF06
|0xF06
|None
|SE_NUM_EFF_NEMURIGONA
|None
|Sleep Powder. Same(?) sound as #3344 and #4116.
|Status powder moves.
|-
|-
|3847
|3847
|0xF07
|0xF07
|None
|SE_NUM_EFF_MITIZURE
|None
|Destiny Bond.
|
|-
|-
|3848
|3848
|0xF08
|0xF08
|None
|SE_NUM_EFF_MAMORU
|None
|Protect.
|
|-
|-
|3849
|3849
|0xF09
|0xF09
|None
|SE_NUM_EFF_KOGOERUKAZE
|None
|Icy Wind.
|
|-
|-
|3850
|3850
|0xF0A
|0xF0A
|None
|SE_NUM_EFF_MILK
|None
|Milk Drink.
|Milk Drink.
|-
|-
|3851
|3851
|0xF0B
|0xF0B
|None
|SE_NUM_EFF_LOOK_TRAP
|None
|See-Trap Orb.
|
|-
|-
|3852
|3852
|0xF0C
|0xF0C
|None
|SE_NUM_EFF_MIZUASOBI
|None
|Water Sport.
|Water Sport.
|-
|-
|3853
|3853
|0xF0D
|0xF0D
|None
|SE_NUM_EFF_KOUGOUSEI
|None
|Synthesis.
|
|-
|-
|3854
|3854
|0xF0E
|0xF0E
|None
|SE_NUM_EFF_KONOYUBITOMARE
|None
|Follow Me.
|
|-
|-
|3855
|3855
|0xF0F
|0xF0F
|None
|SE_NUM_EFF_LEEF_CUTER
|None
|Razor Leaf startup (truncated in-game).
|
|-
|-
|3856
|3856
|0xF10
|0xF10
|None
|SE_NUM_EFF_MARUKUNARU
|None
|Defense Curl.
|
|-
|-
|3857
|3857
|0xF11
|0xF11
|None
|SE_NUM_EFF_MEGAKICK
|None
|Mega Kick.
|
|-
|-
|3858
|3858
|0xF12
|0xF12
|None
|SE_NUM_EFF_KUROIMANAZASI
|None
|Mean Look.
|
|-
|-
|3859
|3859
|0xF13
|0xF13
|None
|SE_NUM_EFF_NEEDLEARM
|None
|Needle Arm.
|
|-
|-
|3860
|3860
|0xF14
|0xF14
|None
|SE_NUM_EFF_M_POWER
|None
|Hidden Power.
|
|-
|-
|3861
|3861
|0xF15
|0xF15
|None
|SE_NUM_EFF_NEOHARU_1
|None
|Frenzy Plant.
|
|-
|-
|3862
|3862
|0xF16
|0xF16
|None
|SE_NUM_EFF_MIRACULOUS
|None
|Reversal.
|
|-
|-
|3863
|3863
|0xF17
|0xF17
|None
|SE_NUM_EFF_KUSUGURU
|None
|Tickle.
|
|-
|-
|3864
|3864
|0xF18
|0xF18
|None
|SE_NUM_EFF_KOMELTUTOPANCHI
|None
|Meteor Mash.
|
|-
|-
|3865
|3865
|0xF19
|0xF19
|None
|SE_NUM_EFF_NEKONOTE
|None
|Assist.
|
|-
|-
|3866
|3866
|0xF1A
|0xF1A
|None
|SE_NUM_EFF_MAGICAL_LEEF
|None
|Magical Leaf.
|Magical Leaf.
|-
|-
|3867
|3867
|0xF1B
|0xF1B
|None
|SE_NUM_EFF_MOONLIGHT
|None
|Moonlight.
|
|}
|}


Line 2,953: Line 2,580:
!ID
!ID
!ID Hex
!ID Hex
!Map
!Internal Name
!Acting Scene
!Description
!Description
|-
|-
|4097
|4097
|0x1001
|0x1001
|None
|SE_NUM_EFF_NOMIKOMU
|None
|Swallow.
|
|-
|-
|4098
|4098
|0x1002
|0x1002
|None
|SE_NUM_EFF_NOROI1
|None
|Ghost-type Curse takes effect on target
|
|-
|-
|4099
|4099
|0x1003
|0x1003
|None
|SE_NUM_EFF_NOROI
|None
|Ghost-type Curse activates (nail pushed in)
|
|-
|-
|4100
|4100
|0x1004
|0x1004
|None
|SE_NUM_EFF_OVER
|None
|Overheat attack.
|
|-
|-
|4101
|4101
|0x1005
|0x1005
|None
|SE_NUM_EFF_OVER_2
|None
|Overheat start (slightly truncated in-game).
|
|-
|-
|4102
|4102
|0x1006
|0x1006
|None
|SE_NUM_EFF_PAPPACUTER
|None
|Razor Leaf projectile.
|
|-
|-
|4103
|4103
|0x1007
|0x1007
|None
|SE_NUM_EFF_PATIENT
|None
|Bide start.
|
|-
|-
|4104
|4104
|0x1008
|0x1008
|None
|SE_NUM_EFF_PIYOPIYO
|None
|Dizzy Punch.
|Dizzy Punch.
|-
|-
|4105
|4105
|0x1009
|0x1009
|None
|SE_NUM_EFF_QUESTION
|None
|Amnesia. Same sound as #524.
|
|-
|-
|4106
|4106
|0x100A
|0x100A
|None
|SE_NUM_EFF_RAY_1
|None
|Confuse Ray.
|Confuse Ray.
|-
|-
|4107
|4107
|0x100B
|0x100B
|None
|SE_NUM_EFF_REBENJI
|None
|Revenge hit.
|Rock Blast shot.
|-
|-
|4108
|4108
|0x100C
|0x100C
|None
|SE_NUM_EFF_ROCKBLAST
|None
|Rock Blast impact.
|Rock Blast impact.
|-
|-
|4109
|4109
|0x100D
|0x100D
|None
|SE_NUM_EFF_RYUNOMAI
|None
|Dragon Dance.
|
|-
|-
|4110
|4110
|0x100E
|0x100E
|None
|SE_NUM_EFF_SAINT_FIRE
|None
|Sacred Fire startup (truncated if move connects)
|
|-
|-
|4111
|4111
|0x100F
|0x100F
|None
|SE_NUM_EFF_SAINT_FIRE_D
|None
|Sacred Fire hit.
|
|-
|-
|4112
|4112
|0x1010
|0x1010
|None
|SE_NUM_EFF_SAWAGU
|None
|Uproar.
|Uproar, Beat Up, Rollcall Orb.
|-
|-
|4113
|4113
|0x1011
|0x1011
|None
|SE_NUM_EFF_SECRET_POWER
|None
|Secret Power.
|
|-
|-
|4114
|4114
|0x1012
|0x1012
|None
|SE_NUM_EFF_SHADOWBOAL
|None
|Shadow Ball.
|Shadow Ball.
|-
|-
|4115
|4115
|0x1013
|0x1013
|None
|SE_NUM_EFF_SHELL_PLACES
|None
|Clamp.
|
|-
|-
|4116
|4116
|0x1014
|0x1014
|None
|SE_NUM_EFF_SIBIREGONA
|None
|Stun Spore. Same(?) sound as #3344 and #3846.
|
|-
|-
|4117
|4117
|0x1015
|0x1015
|None
|SE_NUM_EFF_SIGNALBEAM
|None
|Signal Beam.
|
|-
|-
|4118
|4118
|0x1016
|0x1016
|None
|SE_NUM_EFF_SING
|None
|Sing.
|Sing.
|-
|-
|4119
|4119
|0x1017
|0x1017
|None
|SE_NUM_EFF_SINKUU
|None
|Vacuum-Cut.
|
|-
|-
|4120
|4120
|0x1018
|0x1018
|None
|SE_NUM_EFF_SIOFUKI_DOWN
|None
|Water Spout falls down onto target.
|
|-
|-
|4121
|4121
|0x1019
|0x1019
|None
|SE_NUM_EFF_SIOFUKI_UP
|None
|Water Spout shoot.
|
|-
|-
|4122
|4122
|0x101A
|0x101A
|None
|SE_NUM_EFF_NEPUU
|None
|Heat Wave.
|
|-
|-
|4123
|4123
|0x101B
|0x101B
|None
|SE_NUM_EFF_NIGHTHEAD
|None
|Night Shade.
|
|-
|-
|4124
|4124
|0x101C
|0x101C
|None
|SE_NUM_EFF_NIGHTMARE
|None
|Nightmare.
|
|-
|-
|4125
|4125
|0x101D
|0x101D
|None
|SE_NUM_EFF_NOISE
|None
|Screech.
|
|}
|}


Line 3,136: Line 2,733:
!ID
!ID
!ID Hex
!ID Hex
!Map
!Internal Name
!Acting Scene
!Description
!Description
|-
|-
|4353
|4353
|0x1101
|0x1101
|None
|SE_NUM_EFF_SMOKE_8
|None
|Green smoke (Transform or Run Away activated).
|Run Away activated.
|-
|-
|4354
|4354
|0x1102
|0x1102
|None
|SE_NUM_EFF_SNORE
|None
|Snore.
|
|-
|-
|4355
|4355
|0x1103
|0x1103
|None
|SE_NUM_EFF_SNOW
|None
|Powder Snow.
|
|-
|-
|4356
|4356
|0x1104
|0x1104
|None
|SE_NUM_EFF_SOLAR
|None
|SolarBeam projectile.
|
|-
|-
|4357
|4357
|0x1105
|0x1105
|None
|SE_NUM_EFF_SONICKBOOM
|None
|SonicBoom or Swift projectiles.
|
|-
|-
|4358
|4358
|0x1106
|0x1106
|None
|SE_NUM_EFF_SPORE
|None
|Spore.
|
|-
|-
|4359
|4359
|0x1107
|0x1107
|None
|SE_NUM_EFF_STARES
|None
|Leer.
|Leer.
|-
|-
|4360
|4360
|0x1108
|0x1108
|None
|SE_NUM_EFF_STONE
|None
|Rock Throw.
|
|-
|-
|4361
|4361
|0x1109
|0x1109
|None
|SE_NUM_EFF_STONE_1
|None
|Rock Slide.
|
|-
|-
|4362
|4362
|0x110A
|0x110A
|None
|SE_NUM_EFF_SUCKING_BLOOD
|None
|Leech Life.
|
|-
|-
|4363
|4363
|0x110B
|0x110B
|None
|SE_NUM_EFF_SUKAIAPPA
|None
|Sky Uppercut.
|
|-
|-
|4364
|4364
|0x110C
|0x110C
|None
|SE_NUM_EFF_SUN
|None
|Morning Sun.
|
|-
|-
|4365
|4365
|0x110D
|0x110D
|None
|SE_NUM_EFF_SUNAKAKE
|None
|Sand-Attack.
|
|-
|-
|4366
|4366
|0x110E
|0x110E
|None
|SE_NUM_EFF_SURELY_HIT
|None
|Mind Reader.
|
|-
|-
|4367
|4367
|0x110F
|0x110F
|None
|SE_NUM_EFF_SURPRISE
|None
|Facade.
|Facade.
|-
|-
|4368
|4368
|0x1110
|0x1110
|None
|SE_NUM_EFF_SURPRISE_2
|None
|Illuminate ability ("X blinked!"). Used by effect animation #72.
|
|-
|-
|4369
|4369
|0x1111
|0x1111
|None
|SE_NUM_EFF_TAKINOBORI
|None
|Waterfall.
|
|-
|-
|4370
|4370
|0x1112
|0x1112
|None
|SE_NUM_EFF_TAKUWAERU
|None
|Stockpile.
|
|-
|-
|4371
|4371
|0x1113
|0x1113
|None
|SE_NUM_EFF_TANE_BULLET
|None
|Worry Seed and Leech Seed projectile.
|
|-
|-
|4372
|4372
|0x1114
|0x1114
|None
|SE_NUM_EFF_TANEMASINGAN
|None
|Bullet Seed.
|
|-
|-
|4373
|4373
|0x1115
|0x1115
|None
|SE_NUM_EFF_TEDASUKE
|None
|Helping Hand.
|Helping Hand.
|-
|-
|4374
|4374
|0x1116
|0x1116
|None
|SE_NUM_EFF_TEXTURE2
|None
|Conversion 2.
|
|-
|-
|4375
|4375
|0x1117
|0x1117
|None
|SE_NUM_EFF_THREE_WAY
|None
|Wide Slash.
|
|-
|-
|4376
|4376
|0x1118
|0x1118
|None
|SE_NUM_EFF_SITADENAMERU
|None
|Lick.
|
|-
|-
|4377
|4377
|0x1119
|0x1119
|None
|SE_NUM_EFF_SMALL_BOMB
|None
|Blast Seed or Egg Bomb hit.
|
|-
|-
|4378
|4378
|0x111A
|0x111A
|None
|SE_NUM_EFF_SMALL_FIRE_DAMAGE
|None
|Ember hit.
|
|-
|-
|4379
|4379
|0x111B
|0x111B
|None
|SE_NUM_EFF_SMOKE
|None
|Blue smoke (Substitute).
|Feared Pokémon sound.
|-
|-
|4380
|4380
|0x111C
|0x111C
|None
|SE_NUM_EFF_SMOKE_4
|None
|Pink smoke (Sleep Seed, probably other sleep-causing methods).
|
|}
|}


===Move15 SE===
===Move15 SE===
Line 3,313: Line 2,881:
!ID
!ID
!ID Hex
!ID Hex
!Map
!Internal Name
!Acting Scene
!Description
!Description
|-
|-
|4609
|4609
|0x1201
|0x1201
|None
|SE_NUM_EFF_KAIHI_DOWN
|None
|Evasion lowered.
|Evasion lowered.
|-
|-
|4610
|4610
|0x1202
|0x1202
|None
|SE_NUM_EFF_KAIHI_UP
|None
|Evasion up.
|Evasion up.
|-
|-
|4611
|4611
|0x1203
|0x1203
|None
|SE_NUM_EFF_MIYABURU
|None
|Foresight on Ghost-type opponent only.
|
|-
|-
|4612
|4612
|0x1204
|0x1204
|None
|SE_NUM_EFF_NEGOTO
|None
|Sleep Talk.
|
|-
|-
|4613
|4613
|0x1205
|0x1205
|None
|SE_NUM_EFF_POISON_BUBBLE
|None
|Poisoned.
|Poisoned.
|-
|-
|4614
|4614
|0x1206
|0x1206
|None
|SE_NUM_EFF_RAIN
|None
|Rain begins.
|Rain begins.
|-
|-
|4615
|4615
|0x1207
|0x1207
|None
|SE_NUM_EFF_SAND
|None
|Sandstorm.
|Cleanse Orb.
|-
|-
|4616
|4616
|0x1208
|0x1208
|None
|SE_NUM_EFF_STONE_2
|None
|Rock Smash, Absolute Mover IQ skill (breaking through walls).
|
|-
|-
|4617
|4617
|0x1209
|0x1209
|None
|SE_NUM_EFF_THUNDER
|None
|Thunder.
|
|-
|-
|4618
|4618
|0x120A
|0x120A
|None
|SE_NUM_EFF_TORNADO
|None
|Twister.
|
|-
|-
|4619
|4619
|0x120B
|0x120B
|None
|SE_NUM_EFF_TOUGH
|None
|Harden.
|
|-
|-
|4620
|4620
|0x120C
|0x120C
|None
|SE_NUM_EFF_TRYATTACK
|None
|Tri Attack projectile.
|
|-
|-
|4621
|4621
|0x120D
|0x120D
|None
|SE_NUM_EFF_TRYATTACK_HIT
|None
|Tri Attack hit.
|Tri Attack.
|-
|-
|4622
|4622
|0x120E
|0x120E
|None
|SE_NUM_EFF_TSUPPARI
|None
|Arm Thrust.
|
|-
|-
|4623
|4623
|0x120F
|0x120F
|None
|SE_NUM_EFF_TURARABARI
|None
|Icicle Spear.
|
|-
|-
|4624
|4624
|0x1210
|0x1210
|None
|SE_NUM_EFF_TURUGINOMAI
|None
|Swords Dance.
|Swords Dance.
|-
|-
|4625
|4625
|0x1211
|0x1211
|None
|SE_NUM_EFF_TURUNOMUTI
|None
|Vine Whip.
|
|-
|-
|4626
|4626
|0x1212
|0x1212
|None
|SE_NUM_EFF_TYAKUSUI
|None
|Assigned to unidentified effect animation #293 (small splash). "Chakusui" translates to "landing on water".
|
|-
|-
|4627
|4627
|0x1213
|0x1213
|None
|SE_NUM_EFF_WATABOUSI
|None
|Cotton Spore.
|
|-
|-
|4628
|4628
|0x1214
|0x1214
|None
|SE_NUM_EFF_WHIRL
|None
|Whirlpool.
|Whirlpool.
|-
|-
|4629
|4629
|0x1215
|0x1215
|None
|SE_NUM_EFF_WIND
|None
|Gust and Razor Wind.
|
|-
|-
|4630
|4630
|0x1216
|0x1216
|None
|SE_NUM_EFF_WIND_1
|None
|Razor Wind projectile.
|
|-
|-
|4631
|4631
|0x1217
|0x1217
|None
|SE_NUM_EFF_YAWN
|None
|Yawn (both move and status).
|Yawn (both move and status).
|-
|-
|4632
|4632
|0x1218
|0x1218
|None
|SE_NUM_EFF_YOUKAIEKI
|None
|Acid.
|Bubble.
|-
|-
|4633
|4633
|0x1219
|0x1219
|None
|SE_NUM_EFF_YUBIWOFURU
|None
|Metronome.
|
|-
|-
|4634
|4634
|0x121A
|0x121A
|None
|SE_NUM_EFF_BEAUTIFUL_W
|None
|Sunlight.
|Sunlight.
|-
|-
|4635
|4635
|0x121B
|0x121B
|None
|SE_NUM_EFF_ENTOU
|None
|Pierce Orb, Max HP up (Life Seed).
|Max HP up.
|-
|-
|4636
|4636
|0x121C
|0x121C
|None
|SE_NUM_EFF_HIRAISINN
|None
|LightningRod ability activates.
|
|-
|-
|4637
|4637
|0x121D
|0x121D
|None
|SE_NUM_EFF_ICE_1
|None
|Hail begins.
|Hail begins.
|}
|}
Line 3,496: Line 3,034:
!ID
!ID
!ID Hex
!ID Hex
!Internal Name
!Map
!Map
!Acting Scene
!Scene
!Description
!Description
|-
|-
|4865
|4865
|0x1301
|0x1301
|SE_NUM_MOTION_BREAK
|None
|None
|None
|None
Line 3,508: Line 3,048:
|4866
|4866
|0x1302
|0x1302
|SE_NUM_MOTION_EAT
|None
|None
|None
|None
Line 3,514: Line 3,055:
|4867
|4867
|0x1303
|0x1303
|SE_NUM_MOTION_HUNGRY
|None
|None
|None
|None
|Stomach growling. (Belly warning)
|Stomach growling (Belly warning). Identical to the cutscene sound (#8720).
|-
|-
|4868
|4868
|0x1304
|0x1304
|SE_NUM_MOTION_ITEM
|None
|None
|None
|None
Line 3,526: Line 3,069:
|4869
|4869
|0x1305
|0x1305
|SE_NUM_MOTION_ITEM_03
|None
|None
|None
|None
Line 3,532: Line 3,076:
|4870
|4870
|0x1306
|0x1306
|SE_NUM_MOTION_MISS_ENEMY
|None
|None
|None
|None
|Miss 1.
|Player or ally misses the enemy.
|-
|-
|4871
|4871
|0x1307
|0x1307
|SE_NUM_MOTION_MISS_PLAYER
|None
|None
|None
|None
|Miss 2.
|Enemy misses the player or an ally.
|-
|-
|4872
|4872
|0x1308
|0x1308
|SE_NUM_MOTION_MONEY
|None
|None
|None
|None
Line 3,550: Line 3,097:
|4873
|4873
|0x1309
|0x1309
|SE_NUM_MOTION_STAIRS_DOWN
|None
|None
|None
|None
|
|Moving down stairs.
|-
|-
|4874
|4874
|0x130A
|0x130A
|SE_NUM_MOTION_STAIRS_UP
|None
|None
|None
|None
|
|Moving up stairs.
|-
|-
|4875
|4875
|0x130B
|0x130B
|SE_NUM_MOTION_TAIATARI
|None
|None
|None
|None
|
|Startup sound used by Tackle, Low Kick, Take Down, etc.
|-
|-
|4876
|4876
|0x130C
|0x130C
|SE_NUM_MOTION_THROW
|None
|None
|None
|None
|
|Barrage projectile.
|-
|-
|4877
|4877
|0x130D
|0x130D
|SE_NUM_MOTION_THROW_02
|None
|None
|None
|None
|
|Used by arc throwing items such as Gravelerocks.
|-
|-
|4878
|4878
|0x130E
|0x130E
|SE_NUM_MOTION_THROW_03
|None
|None
|None
|None
|
|Hurling straight throwing items, e.g. Sticks. Also used by moves such as Pin Missile or Spike Cannon.
|-
|-
|4879
|4879
|0x130F
|0x130F
|SE_NUM_MOTION_THROW_03
|None
|None
|None
|None
|
|Equipped item gets thrown onto the floor by a Trip Trap.
|-
|-
|4880
|4880
|0x1310
|0x1310
|SE_NUM_EFF_CRY
|None
|None
|None
|None
|Fake Tears.
|-
|-
|4881
|4881
|0x1311
|0x1311
|SE_NUM_EFF_DRINK
|None
|None
|None
|None
|
|Drinking a Max Elixir, vitamin drinks, etc.
|-
|-
|4882
|4882
|0x1312
|0x1312
|SE_NUM_EFF_EAT_FOOD
|None
|None
|None
|None
Line 3,609: Line 3,167:
|4883
|4883
|0x1313
|0x1313
|SE_NUM_EFF_EAT_FRUIT
|None
|None
|None
|None
Line 3,615: Line 3,174:
|4884
|4884
|0x1314
|0x1314
|SE_NUM_EFF_EAT_GUMI
|None
|None
|None
|None
Line 3,621: Line 3,181:
|4885
|4885
|0x1315
|0x1315
|SE_NUM_EFF_FLOWER_UP
|None
|None
|None
|None
|
|Aromatherapy flower rises.
|-
|-
|4886
|4886
|0x1316
|0x1316
|SE_NUM_EFF_GRUDGEN
|None
|None
|None
|None
|
|Spite.
|-
|-
|4887
|4887
|0x1317
|0x1317
|SE_NUM_MOTION_ITEM_2
|None
|None
|None
|None
|
|Placing an item on the ground.
|-
|-
|4888
|4888
|0x1318
|0x1318
|SE_NUM_EFF_SAIKE_BG
|None
|None
|None
|None
|
|Psychic, Skill Swap.
|-
|-
|4889
|4889
|0x1319
|0x1319
|SE_NUM_EFF_SOLAR_1
|None
|None
|None
|None
|
|SolarBeam 2nd turn (effect anim #247).
|-
|-
|4890
|4890
|0x131A
|0x131A
|SE_NUM_EFF_HITPOINT_RECOVER
|T00P01A
|T00P01A
|m01a0116
|m01a0116
Line 3,657: Line 3,223:
|4891
|4891
|0x131B
|0x131B
|SE_NUM_SYS_WAZA
|None
|None
|None
|None
Line 3,663: Line 3,230:
|4892
|4892
|0x131C
|0x131C
|SE_NUM_MOTION_QUACK
|None
|None
|None
|None
Line 3,672: Line 3,240:
!ID
!ID
!ID Hex
!ID Hex
!Internal Name
!Map
!Map
!Acting Scene
!Scene
!Description
!Description
|-
|-
|5121
|5121
|0x1401
|0x1401
|SE_NUM_EVENT_MOTION_DAMEGE_01
|D01P11B
|D01P11B
|m01a0208
|m01a0208
Line 3,684: Line 3,254:
|5122
|5122
|0x1402
|0x1402
|
|SE_NUM_EVENT_MOTION_WING_01
|
|G01P03A
|m02a0302
|Chatot flapping his wings.
|Chatot flapping his wings.
|-
|-
|5123
|5123
|0x1403
|0x1403
|
|SE_NUM_EVENT_EFF_BELL_01
|
|G01P06B
|Chimecho's dinner bell.
|m04a0301
|Chimecho's bell.
|-
|-
|5124
|5124
|0x1404
|0x1404
|SE_NUM_EVENT_MOTION_TALE_01
|G01P01A
|G01P01A
|m12a0102
|m12a0102
Line 3,702: Line 3,275:
|5125
|5125
|0x1405
|0x1405
|SE_NUM_EVENT_EFF_WHITEOUT_01
|D15P41A
|D15P41A
|m14a0801
|m14a0801
Line 3,708: Line 3,282:
|5126
|5126
|0x1406
|0x1406
|SE_NUM_EVENT_EFF_FLASH_HEAVY_02
|D28P44A
|D28P44A
|m24a0804
|m24a0804
Line 3,714: Line 3,289:
|5127
|5127
|0x1407
|0x1407
|SE_NUM_EVENT_EFF_FLASH_LIGHT
|D04P11A
|D04P11A
|m05a0301
|m05a0301
Line 3,720: Line 3,296:
|5128
|5128
|0x1408
|0x1408
|SE_NUM_EVENT_EFF_BOMB_HEAVY
|D38P11A
|D38P11A
|s21p0502
|s21p0502
Line 3,726: Line 3,303:
|5129
|5129
|0x1409
|0x1409
|SE_NUM_EVENT_EFF_BOMB_LIGHT
|D41P41A
|D41P41A
|mdebug
|mdebug
|Smashing wall. Only seems to play in mdebug, which is an unused test cutscene.
|Small explosion. Only seems to play in mdebug, which is an unused test cutscene.
|-
|-
|5130
|5130
|0x140A
|0x140A
|SE_NUM_EVENT_EFF_QUAKE_HEAVY_L
|D04P31A
|D04P31A
|m05d0616
|m05d0616
Line 3,738: Line 3,317:
|5131
|5131
|0x140B
|0x140B
|SE_NUM_EVENT_EFF_QUAKE_LIGHT_L
|D04P31A
|D04P31A
|m05d0616
|m05d0616
Line 3,744: Line 3,324:
|5132
|5132
|0x140C
|0x140C
|SE_NUM_EVENT_EFF_JIKUU_WIPE
|S04P01A
|S04P01A
|c00a0701
|c00a0701
Line 3,750: Line 3,331:
|5133
|5133
|0x140D
|0x140D
|
|SE_NUM_EVENT_EFF_JIKUU_MEMAI
|
|T01P01A
|Dimensional Scream beginning, getting dizzy.
|m03a0401
|Dimensional Scream beginning, getting dizzy. "Memai" translates to "dizzyness" or "vertigo".
|-
|-
|5134
|5134
|0x140E
|0x140E
|SE_NUM_EVENT_EFF_JIKUU_MEMAI_L
|None
|None
|None
|None
|(Loop) Dimensional Scream beginning, getting dizzy.
|(Loop) Dimensional Scream beginning, getting dizzy. Does not appear to be used in favor of the unlooped version.
|-
|-
|5135
|5135
|0x140F
|0x140F
|SE_NUM_EVENT_EFF_SHINKA
|D39P41A
|D39P41A
|s22p0204
|s22p0204
Line 3,768: Line 3,352:
|5136
|5136
|0x1410
|0x1410
|
|SE_NUM_EVENT_EFF_WIPE_01
|
|D31P41A
|Boss wipe start.
|s01p0604
|The main boss wipe sound. Most commonly called along with its effect by using <code>CallCommon(CORO_BOSS_WIPE_FUNC);</code>, but it does see separate use as well like in the script example.
|-
|-
|5137
|5137
|0x1411
|0x1411
|SE_NUM_EVENT_MOTION_CLAP_01_L
|G01P04A
|G01P04A
|m11a0201
|m11a0201
|(Loop) Clapping, used with actor SetEffect(90, 3);
|(Loop) Clapping, used with actor <code>SetEffect(EFFECT_JOYOUS, 3);</code>. Only used in first Dusknoir scene at the guild.
|-
|-
|5138
|5138
|0x1412
|0x1412
|
|SE_NUM_EVENT_MOTION_CLAP_02_L
|
|G01P04A
|(Loop) Big cheering! Usually used with actor execute ExecuteCommon(CORO_JUMP_HAPPY_FUNC_SERIES, 0); or SetEffect(90, 3);
|c00a0501
|(Loop) Big cheering/clapping! Usually used with actor execute <code>ExecuteCommon(CORO_JUMP_HAPPY_FUNC_SERIES, 0);</code> or <code>SetEffect(EFFECT_JOYOUS, 3);</code>
|-
|-
|5139
|5139
|0x1413
|0x1413
|
|SE_NUM_EVENT_EFF_JIKUU_WIPE_02
|
|P03P01A
|m09d0614
|Dimensional Scream end.
|Dimensional Scream end.
|-
|-
|5140
|5140
|0x1414
|0x1414
|SE_NUM_EVENT_EFF_FLASH_DUB
|D30P41A
|D30P41A
|m25a1101
|m25a1101
Line 3,798: Line 3,387:
|5141
|5141
|0x1415
|0x1415
|SE_NUM_EVENT_EFF_BOMB_HEAVY_02
|None
|None
|None
|None
|Stomp sound. Might be unused.
|Explosion sound. Appears to be unused.
|-
|-
|5142
|5142
|0x1416
|0x1416
|SE_NUM_EVENT_EFF_BOMB_LIGHT_02
|None
|None
|None
|None
|Another stomp sound. Might be unused.
|Another explosion sound. Appears to be unused.
|-
|-
|5143
|5143
|0x1417
|0x1417
|
|SE_NUM_EVENT_EFF_FLASH_HEAVY
|
|D01P41A
|VERY small hit sound, like used a few times right before a boss fight.
|m01a0401
|Screen flash sound used a few times right before a boss fight wipe.
|-
|-
|5144
|5144
|0x1418
|0x1418
|SE_NUM_EVENT_CRISTAL
|V15P03A
|V15P03A
|m15b0908
|m15b0908
Line 3,825: Line 3,418:
!ID
!ID
!ID Hex
!ID Hex
!Internal Name
!Map
!Map
!Acting Scene
!Scene
!Description
!Description
|-
|-
|6401
|6401
|0x1901
|0x1901
|SE_NUM_EVENT_MAIN01_THUNDER_01
|D12P41A
|D12P41A
|m12a0801
|m12a0801
Line 3,837: Line 3,432:
|6402
|6402
|0x1902
|0x1902
|SE_NUM_EVENT_MAIN01_THUNDER_02
|S04P01A
|S04P01A
|m01a0101
|m01a0101
Line 3,843: Line 3,439:
|6403
|6403
|0x1903
|0x1903
|SE_NUM_EVENT_MAIN01_WARP
|S04P01A
|S04P01A
|m01a0101
|m01a0101
Line 3,849: Line 3,446:
|6404
|6404
|0x1904
|0x1904
|SE_NUM_EVENT_MAIN01_KAKERA_01
|None
|None
|None
|None
|Step/dropping something onto a wet floor. Might be unused.
|Step/dropping something onto a wet floor. "KAKERA" refers to the Relic Fragment. Appears to be unused.
|-
|-
|6405
|6405
|0x1905
|0x1905
|SE_NUM_EVENT_MAIN01_KAKERA_02
|None
|None
|None
|None
|Heavier step. Might be unused.
|Another heavier sound of dropping the Relic Fragment. Appears to be unused.
|-
|-
|6406
|6406
|0x1906
|0x1906
|SE_NUM_EVENT_MAIN01_KAKERA_03
|D01P41A
|D01P41A
|m01a0701
|m01a0701
Line 3,867: Line 3,467:
|6407
|6407
|0x1907
|0x1907
|SE_NUM_EVENT_MAIN02_ZOOMUP
|None
|None
|None
|None
|Cartoon balloon is inflated? Might be unused.
|Cartoon balloon is inflated? Appears to be unused.
|-
|-
|6408
|6408
|0x1908
|0x1908
|SE_NUM_EVENT_MAIN02_DOOROPEN
|G01P01B
|G01P01B
|m02a0105
|m02a0105
Line 3,879: Line 3,481:
|6409
|6409
|0x1909
|0x1909
|SE_NUM_EVENT_MAIN02_KNOCK
|None
|None
|None
|None
|Hitting wood. Might be unused.
|Hitting wood. Appears to be unused.
|-
|-
|6410
|6410
|0x190A
|0x190A
|SE_NUM_EVENT_MAIN02_HAKO_01
|D01P11B
|D01P11B
|m01a0702
|m01a0702
Line 3,891: Line 3,495:
|6411
|6411
|0x190B
|0x190B
|SE_NUM_EVENT_MAIN02_HAKO_02
|G01P05A
|G01P05A
|m02a0110
|m02a0110
Line 3,897: Line 3,502:
|6412
|6412
|0x190C
|0x190C
|SE_NUM_EVENT_MAIN03_RURIRI
|T01P01A
|T01P01A
|m03a0301
|m03a0301
Line 3,903: Line 3,509:
|6413
|6413
|0x190D
|0x190D
|
|SE_NUM_EVENT_MAIN03_RINGO
|
|T01P02A
|m03a0301
|Apple bouncing.
|Apple bouncing.
|-
|-
|6414
|6414
|0x190E
|0x190E
|
|SE_NUM_EVENT_MAIN03_SLEEP_01
|
|T01P01A
|Drowzee hitting the player accidentally.
|m03a0401
|Drowzee accidentally bumping into the hero. Also used by Diglett popping up in two scenes (m21a0101 for example).
|-
|-
|6415
|6415
|0x190F
|0x190F
|SE_NUM_EVENT_MAIN03_SIREN
|G01P03A
|G01P03A
|m03a0506
|m03a0506
Line 3,921: Line 3,530:
|6416
|6416
|0x1910
|0x1910
|SE_NUM_EVENT_MAIN03_KABE
|G01P03A
|G01P03A
|m03a0506
|m03a0506
Line 3,927: Line 3,537:
|6417
|6417
|0x1911
|0x1911
|SE_NUM_EVENT_MAIN03_SLEEP_02
|G01P03A
|G01P03A
|m06a0203
|m06a0203
Line 3,933: Line 3,544:
|6418
|6418
|0x1912
|0x1912
|
|SE_NUM_EVENT_MAIN03_JIBACOIL
|
|D03P11A
|m03a1002
|Magnezone police.
|Magnezone police.
|-
|-
|6419
|6419
|0x1913
|0x1913
|SE_NUM_EVENT_MAIN03_KUUFUKU
|None
|None
|None
|None
|Grovyle running? Might be unused.
|"Kuufuku" translates to empty stomach; this and its position suggests it was intended for the post-Mt. Bristle scene at the guild. Appears to be unused.
|-
|-
|6420
|6420
|0x1914
|0x1914
|
|SE_NUM_EVENT_MAIN03_JUPUTORU_01_L
|
|V03P11A
|(Loop) Grovyle still running.
|m03a1310
|(Loop) Grovyle running.
|-
|-
|6421
|6421
|0x1915
|0x1915
|
|SE_NUM_EVENT_MAIN03_JUPUTORU_02
|
|V03P11A
|m03a1312
|Grovyle dashing.
|Grovyle dashing.
|-
|-
|6422
|6422
|0x1916
|0x1916
|
|SE_NUM_EVENT_MAIN04_DIGDA
|
|G01P04A
|Yet another sound of dropping something.
|m04a0101
|Diglett digging and leaving.
|-
|-
|6423
|6423
|0x1917
|0x1917
|SE_NUM_EVENT_MAIN04_DOOR
|None
|None
|None
|None
|Crystals falling/little laser beam? Might be unused.
|Crystals falling/little laser beam? Appears to be unused.
|-
|-
|6424
|6424
|0x1918
|0x1918
|SE_NUM_EVENT_MAIN03_THUNDER_01
|D12P41A
|D12P41A
|m12a0801
|m12a0801
Line 3,975: Line 3,593:
|6425
|6425
|0x1919
|0x1919
|SE_NUM_EVENT_MAIN03_THUNDER_02
|H02P99C
|H02P99C
|s20p0104
|s20p0104
Line 3,984: Line 3,603:
!ID
!ID
!ID Hex
!ID Hex
!Internal Name
!Map
!Map
!Acting Scene
!Scene
!Description
!Description
|-
|-
|6657
|6657
|0x1A01
|0x1A01
|SE_NUM_EVENT_MAIN05_ROLLING
|D04P12A
|D04P12A
|m05a0502
|m05a0502
Line 3,996: Line 3,617:
|6658
|6658
|0x1A02
|0x1A02
|SE_NUM_EVENT_MAIN05_SWITCH
|D04P31A
|D04P31A
|m05d0616
|m05d0616
Line 4,002: Line 3,624:
|6659
|6659
|0x1A03
|0x1A03
|SE_NUM_EVENT_MAIN05_FLY
|V05P03A
|V05P03A
|m05a0602
|m05a0602
Line 4,008: Line 3,631:
|6660
|6660
|0x1A04
|0x1A04
|SE_NUM_EVENT_MAIN05_SPLASH
|V05P03A
|V05P03A
|m05a0602
|m05a0602
Line 4,014: Line 3,638:
|6661
|6661
|0x1A05
|0x1A05
|SE_NUM_EVENT_MAIN06_DOKUGASU
|G01P03A
|G01P03A
|m06a0203
|m06a0203
Line 4,020: Line 3,645:
|6662
|6662
|0x1A06
|0x1A06
|SE_NUM_EVENT_MAIN07_TREE_01_L
|D05P31A
|D05P31A
|m07a0701
|m07a0701
Line 4,026: Line 3,652:
|6663
|6663
|0x1A07
|0x1A07
|SE_NUM_EVENT_MAIN07_TREE_02
|D05P31A
|D05P31A
|m07a0701
|m07a0701
Line 4,032: Line 3,659:
|6664
|6664
|0x1A08
|0x1A08
|SE_NUM_EVENT_MAIN07_SEKAIICHI_L
|D05P31A
|D05P31A
|m07a0701
|m07a0701
Line 4,038: Line 3,666:
|6665
|6665
|0x1A09
|0x1A09
|SE_NUM_EVENT_MAIN07_GOUKUU
|G01P05C
|G01P05C
|m07a1001
|m07a1001
Line 4,044: Line 3,673:
|6666
|6666
|0x1A0A
|0x1A0A
|SE_NUM_EVENT_MAIN08_GAYA_01
|None
|None
|None
|None
|Crowd whining. Might be unused in favor of the looped version. (#6923)
|Crowd whining. Appears to be unused in favor of the looped version. (#6923)
|-
|-
|6667
|6667
|0x1A0B
|0x1A0B
|
|SE_NUM_EVENT_MAIN08_MAP_01
|
|D06P11A
|Turning a page?
|m08a0601
|"Let's have a look at the Wonder Map." Paper sound.
|-
|-
|6668
|6668
|0x1A0C
|0x1A0C
|SE_NUM_EVENT_MAIN08_MARKING
|None
|None
|None
|None
|Familiar exclamation sound. Might be unused.
|Familiar exclamation sound. Appears to be unused.
|-
|-
|6669
|6669
|0x1A0D
|0x1A0D
|
|SE_NUM_EVENT_MAIN09_GAYA_L
|
|P01P04A
|s30a0302
|(Loop) Crowd talking/discussing.
|(Loop) Crowd talking/discussing.
|-
|-
|6670
|6670
|0x1A0E
|0x1A0E
|SE_NUM_EVENT_MAIN09_HIDERIISHI_01
|None
|None
|None
|None
|Lighting up, activation sound? Might be unused.
|Lighting up, activation sound? Apparently related to the Groudon statue, judging by the name. Appears to be unused.
|-
|-
|6671
|6671
|0x1A0F
|0x1A0F
|SE_NUM_EVENT_MAIN09_HIDERIISHI_02
|P03P01A
|P03P01A
|m09a0605
|m09a0605
Line 4,080: Line 3,715:
|6672
|6672
|0x1A10
|0x1A10
|SE_NUM_EVENT_MAIN09_FLASH_01
|P03P01A
|P03P01A
|m09a0606
|m09a0606
Line 4,086: Line 3,722:
|6673
|6673
|0x1A11
|0x1A11
|SE_NUM_EVENT_MAIN09_FLASH_02
|P03P01A
|P03P01A
|m09a0606
|m09a0606
Line 4,092: Line 3,729:
|6674
|6674
|0x1A12
|0x1A12
|SE_NUM_EVENT_MAIN09_RINGO_L
|P03P02A
|P03P02A
|m09a0701
|m09a0701
Line 4,098: Line 3,736:
|6675
|6675
|0x1A13
|0x1A13
|SE_NUM_EVENT_MAIN05_TOBIKOMU
|D04P11A
|D04P11A
|m05a0303
|m05a0303
Line 4,107: Line 3,746:
!ID
!ID
!ID Hex
!ID Hex
!Internal Name
!Map
!Map
!Acting Scene
!Scene
!Description
!Description
|-
|-
|6913
|6913
|0x1B01
|0x1B01
|SE_NUM_EVENT_MAIN10_GUS_L
|D05P31A
|D05P31A
|m07a0701
|m07a0701
Line 4,119: Line 3,760:
|6914
|6914
|0x1B02
|0x1B02
|SE_NUM_EVENT_MAIN10_ASHIOTO_01
|D10P41A
|D10P41A
|m10a0903
|m10a0903
Line 4,125: Line 3,767:
|6915
|6915
|0x1B03
|0x1B03
|SE_NUM_EVENT_MAIN10_ASHIOTO_02
|D10P41A
|D10P41A
|m10a0901
|m10a0901
Line 4,131: Line 3,774:
|6916
|6916
|0x1B04
|0x1B04
|SE_NUM_EVENT_MAIN10_TOTSUNYUU_L
|P03P02A
|P03P02A
|m10a0902
|m10a0902
Line 4,137: Line 3,781:
|6917
|6917
|0x1B05
|0x1B05
|SE_NUM_EVENT_MAIN10_BOMB
|D10P41A
|D10P41A
|m10a1101
|m10a1101
Line 4,143: Line 3,788:
|6918
|6918
|0x1B06
|0x1B06
|SE_NUM_EVENT_MAIN10_DOWN
|D10P41A
|D10P41A
|m10a1101
|m10a1101
Line 4,149: Line 3,795:
|6919
|6919
|0x1B07
|0x1B07
|SE_NUM_EVENT_MAIN10_BANISH
|D10P41A
|D10P41A
|m10a1101
|m10a1101
Line 4,155: Line 3,802:
|6920
|6920
|0x1B08
|0x1B08
|SE_NUM_EVENT_MAIN10_APPEAR_01
|D10P41A
|D10P41A
|m10a1101
|m10a1101
Line 4,161: Line 3,809:
|6921
|6921
|0x1B09
|0x1B09
|SE_NUM_EVENT_MAIN10_LIGHT
|P04P01C
|P04P01C
|m10a1206
|m10a1206
Line 4,167: Line 3,816:
|6922
|6922
|0x1B0A
|0x1B0A
|SE_NUM_EVENT_MAIN10_APPEAR_02
|P04P01C
|P04P01C
|m10a1206
|m10a1206
Line 4,173: Line 3,823:
|6923
|6923
|0x1B0B
|0x1B0B
|SE_NUM_EVENT_MAIN11_GAYA_01_L
|G01P06B
|G01P06B
|m08a0101
|m08a0101
Line 4,179: Line 3,830:
|6924
|6924
|0x1B0C
|0x1B0C
|SE_NUM_EVENT_MAIN11_FLASH_01
|D28P44A
|D28P44A
|m25a0101
|m25a0101
Line 4,185: Line 3,837:
|6925
|6925
|0x1B0D
|0x1B0D
|SE_NUM_EVENT_MAIN12_EFFECT_01
|D12P41A
|D12P41A
|m12a0801
|m12a0801
Line 4,191: Line 3,844:
|6926
|6926
|0x1B0E
|0x1B0E
|SE_NUM_EVENT_MAIN12_DENGEKI_01
|D12P41A
|D12P41A
|m12a1001
|m12a1001
Line 4,197: Line 3,851:
|6927
|6927
|0x1B0F
|0x1B0F
|SE_NUM_EVENT_MAIN12_DENGEKI_02
|D12P41A
|D12P41A
|m12a1001
|m12a1001
Line 4,203: Line 3,858:
|6928
|6928
|0x1B10
|0x1B10
|SE_NUM_EVENT_MAIN12_PERIPPA_01
|None
|None
|None
|None
|Sounds like a copy of the "sweat drop" sound effect. Not used in any scene.
|Placeholder "sweat drop" sound.
|-
|-
|6929
|6929
|0x1B11
|0x1B11
|SE_NUM_EVENT_MAIN12_PERIPPA_02_L
|None
|None
|None
|None
|(Loop) Rustling sound. Might be unused.
|(Loop) Pelipper flapping sound, judging by the internal name. Appears to be unused.
|-
|-
|6930
|6930
|0x1B12
|0x1B12
|
|SE_NUM_EVENT_MAIN10_HOUKOU
|
|D10P41A
|m10a0901
|Dialga thanks, Groudon scream.
|Dialga thanks, Groudon scream.
|-
|-
|6931
|6931
|0x1B12
|0x1B13
|SE_NUM_EVENT_MAIN10_HANTOUMEI
|P04P01C
|P04P01C
|m10a1208
|m10a1208
Line 4,226: Line 3,885:
|-
|-
|6932
|6932
|0x1B13
|0x1B14
|SE_NUM_EVENT_MAIN12_BIKABIKA
|None
|None
|None
|None
|PSG explosion/strike sound. Might be unused.
|PSG explosion/strike sound. Appears to be unused.
|-
|-
|6933
|6933
|0x1B15
|0x1B15
|SE_NUM_EVENT_MAIN10_HOUKOU_02
|D10P21A
|D10P21A
|m10a0701
|m10a0701
Line 4,239: Line 3,900:
|6934
|6934
|0x1B16
|0x1B16
|
|SE_NUM_EVENT_MAIN10_HOUKOU_03
|
|D10P21A
|m10a0501
|Angry Groudon illusion in distance.
|Angry Groudon illusion in distance.
|-
|-
|6935
|6935
|0x1B17
|0x1B17
|SE_NUM_EVENT_MAIN10_ASHIOTO_03
|P03P02A
|P03P02A
|m10a0902
|m10a0902
Line 4,254: Line 3,917:
!ID
!ID
!ID Hex
!ID Hex
!Internal Name
!Map
!Map
!Acting Scene
!Scene
!Description
!Description
|-
|-
|7169
|7169
|0x1C01
|0x1C01
|SE_NUM_EVENT_MAIN14_RYUUSA_L
|D14P11A
|D14P11A
|m14a0301
|m14a0301
Line 4,266: Line 3,931:
|7170
|7170
|0x1C02
|0x1C02
|SE_NUM_EVENT_MAIN14_FALL
|D14P12A
|D14P12A
|m14a0103
|m14a0103
Line 4,272: Line 3,938:
|7171
|7171
|0x1C03
|0x1C03
|SE_NUM_EVENT_MAIN14_APPEAR
|D15P41A
|D15P41A
|m14a0601
|m14a0601
Line 4,278: Line 3,945:
|7172
|7172
|0x1C04
|0x1C04
|SE_NUM_EVENT_MAIN14_ATTACK
|D15P41A
|D15P41A
|m14a0801
|m14a0801
Line 4,284: Line 3,952:
|7173
|7173
|0x1C05
|0x1C05
|SE_NUM_EVENT_MAIN14_DIVE
|D15P41A
|D15P41A
|m14a0801
|m14a0801
Line 4,290: Line 3,959:
|7174
|7174
|0x1C06
|0x1C06
|SE_NUM_EVENT_MAIN14_ELECTRIC_L
|V14P03A
|V14P03A
|m14a0802
|m14a0802
Line 4,296: Line 3,966:
|7175
|7175
|0x1C07
|0x1C07
|SE_NUM_EVENT_MAIN15_SUISYOU
|D32P33A
|D32P33A
|s04p1501
|s04p1501
Line 4,302: Line 3,973:
|7176
|7176
|0x1C08
|0x1C08
|SE_NUM_EVENT_MAIN15_HANNOU
|D16P31A
|D16P31A
|m15a0601
|m15a0601
Line 4,308: Line 3,980:
|7177
|7177
|0x1C09
|0x1C09
|
|SE_NUM_EVENT_MAIN15_ELECTRIC_L
|
|D16P31A
|(Loop) Electrical discharging.
|m15a0601
|(Loop) Electrical discharging. Used in Amp Clearing scene.
|-
|-
|7178
|7178
|0x1C0A
|0x1C0A
|SE_NUM_EVENT_MAIN15_NENRIKI
|D17P34A
|D17P34A
|m15b0906
|m15b0906
Line 4,320: Line 3,994:
|7179
|7179
|0x1C0B
|0x1C0B
|
|SE_NUM_EVENT_MAIN15_KAMAE
|
|T01P01A
|Short and sweet sound.
|m16a0701
|Short and sweet sound. Dusknoir readies up, about to grab the hero and partner.
|-
|-
|7180
|7180
|0x1C0C
|0x1C0C
|
|SE_NUM_EVENT_MAIN15_BLOCK
|
|D12P41A
|Short and sharp impact, hitting something.
|m12a1001
|Short and sharp impact, hitting something. Dusknoir stops Manectric/Grovyle in the nick of time.
|-
|-
|7181
|7181
|0x1C0D
|0x1C0D
|SE_NUM_EVENT_MAIN15_WARP
|D17P45A
|D17P45A
|m15b1001
|m15b1001
Line 4,338: Line 4,015:
|7182
|7182
|0x1C0E
|0x1C0E
|SE_NUM_EVENT_MAIN15_SIREN_L
|G01P04A
|G01P04A
|m16a0601
|m16a0601
Line 4,344: Line 4,022:
|7183
|7183
|0x1C0F
|0x1C0F
|
|SE_NUM_EVENT_MAIN16_HOLE_01
|
|T01P01A
|m16a0701
|Entering the Dimensional Hole.
|Entering the Dimensional Hole.
|-
|-
|7184
|7184
|0x1C10
|0x1C10
|SE_NUM_EVENT_MAIN16_HOLE_02
|V16P02A
|V16P02A
|m19b1014
|m19b1014
Line 4,356: Line 4,036:
|7185
|7185
|0x1C11
|0x1C11
|SE_NUM_EVENT_MAIN17_GANKOU
|D26P42A
|D26P42A
|m23a0706
|m23a0706
Line 4,362: Line 4,043:
|7186
|7186
|0x1C12
|0x1C12
|SE_NUM_EVENT_MAIN17_KESSYOU_L
|P05P01A
|P05P01A
|m17a0103
|m17a0103
|Primal Dialga's eyes light up. (First future scene with Dusknoir)
|(Loop) Primal Dialga's eyes light up, followed by a looping dark sound (First future scene with Dusknoir).
|-
|-
|7187
|7187
|0x1C13
|0x1C13
|SE_NUM_EVENT_MAIN17_DOOR
|P05P02A
|P05P02A
|m17a0301
|m17a0301
Line 4,374: Line 4,057:
|7188
|7188
|0x1C14
|0x1C14
|SE_NUM_EVENT_MAIN17_YAMIRAMI_01
|P05P02A
|P05P02A
|m17a0301
|m17a0301
Line 4,380: Line 4,064:
|7189
|7189
|0x1C15
|0x1C15
|SE_NUM_EVENT_MAIN17_MEKAKUSHI
|P05P02A
|P05P02A
|m17a0301
|m17a0301
Line 4,386: Line 4,071:
|7190
|7190
|0x1C16
|0x1C16
|SE_NUM_EVENT_MAIN17_SPOT
|None
|None
|None
|None
|Electric hit sound. Might be unused.  
|Electric hit sound. Appears to be unused.
|-
|-
|7191
|7191
|0x1C17
|0x1C17
|SE_NUM_EVENT_MAIN17_HIKARIDAMA
|P05P03A
|P05P03A
|m17a0302
|m17a0302
Line 4,398: Line 4,085:
|7192
|7192
|0x1C18
|0x1C18
|SE_NUM_EVENT_MAIN17_APPEAR
|P05P03A
|P05P03A
|m17a0302
|m17a0302
Line 4,404: Line 4,092:
|7193
|7193
|0x1C19
|0x1C19
|SE_NUM_EVENT_MAIN17_ASHIOTO
|P05P04A
|P05P04A
|m17a0401
|m17a0401
Line 4,410: Line 4,099:
|7194
|7194
|0x1C1A
|0x1C1A
|SE_NUM_EVENT_MAIN15_KAMAE_02
|P05P04A
|P05P04A
|m17a0401
|m17a0401
Line 4,416: Line 4,106:
|7195
|7195
|0x1C1B
|0x1C1B
|SE_NUM_EVENT_MAIN16_HOLE_03
|T01P01A
|T01P01A
|m16a0701
|m16a0701
Line 4,422: Line 4,113:
|7196
|7196
|0x1C1C
|0x1C1C
|SE_NUM_EVENT_MAIN17_YAMIRAMI_02_L
|P05P04A
|P05P04A
|m17a0401
|m17a0401
Line 4,428: Line 4,120:
|7197
|7197
|0x1C1D
|0x1C1D
|SE_NUM_EVENT_MAIN15_GAKON
|V15P01A
|V15P01A
|m15a0602
|m15a0602
Line 4,437: Line 4,130:
!ID
!ID
!ID Hex
!ID Hex
!Internal Name
!Map
!Map
!Acting Scene
!Scene
!Description
!Description
|-
|-
|7425
|7425
|0x1D01
|0x1D01
|SE_NUM_EVENT_MAIN18_MIKARUGE_01
|D21P41A
|D21P41A
|m18b0902
|m18b0902
Line 4,449: Line 4,144:
|7426
|7426
|0x1D02
|0x1D02
|SE_NUM_EVENT_MAIN18_MIKARUGE_02
|D21P41A
|D21P41A
|m18b0902
|m18b0902
Line 4,455: Line 4,151:
|7427
|7427
|0x1D03
|0x1D03
|SE_NUM_EVENT_MAIN18_MIKARUGE_03
|D21P41A
|D21P41A
|m18b0902
|m18b0902
Line 4,461: Line 4,158:
|7428
|7428
|0x1D04
|0x1D04
|SE_NUM_EVENT_MAIN18_MIKARUGE_04
|D21P41A
|D21P41A
|m18b1301
|m18b1301
Line 4,467: Line 4,165:
|7429
|7429
|0x1D05
|0x1D05
|SE_NUM_EVENT_MAIN18_MIKARUGE_05
|D21P41A
|D21P41A
|m18b1301
|m18b1301
Line 4,473: Line 4,172:
|7430
|7430
|0x1D06
|0x1D06
|SE_NUM_EVENT_MAIN18_MIKARUGE_06
|D01P41A
|D01P41A
|m01a0701
|m01a0701
|Short "Enemy skedaddles away" sound used in many scenes. Despite its position, Spiritomb uses #7447 instead.
|Short "Enemy runs away" sound used in many scenes. Despite its position/internal name, Spiritomb uses #7447 instead.
|-
|-
|7431
|7431
|0x1D07
|0x1D07
|SE_NUM_EVENT_MAIN19_LIGHT_01
|P09P01A
|P09P01A
|m19b1001
|m19b1001
Line 4,485: Line 4,186:
|7432
|7432
|0x1D08
|0x1D08
|SE_NUM_EVENT_MAIN19_LIGHT_02
|None
|None
|None
|None
|Odd dark whooshing sound. Might be unused.
|Odd dark whooshing sound. Appears to be unused.
|-
|-
|7433
|7433
|0x1D09
|0x1D09
|SE_NUM_EVENT_MAIN19_LIGHT_03
|P08P01A
|P08P01A
|m19a0601
|m19a0601
Line 4,497: Line 4,200:
|7434
|7434
|0x1D0A
|0x1D0A
|SE_NUM_EVENT_MAIN19_DARK
|P09P01A
|P09P01A
|m19b1001
|m19b1001
Line 4,503: Line 4,207:
|7435
|7435
|0x1D0B
|0x1D0B
|SE_NUM_EVENT_MAIN19_LIGHT_04
|P09P01A
|P09P01A
|m19b1007
|m19b1007
Line 4,509: Line 4,214:
|7436
|7436
|0x1D0C
|0x1D0C
|SE_NUM_EVENT_MAIN19_DISAPPEAR
|None
|None
|None
|None
|A short stomp? Might be unused.
|A short stomp? Appears to be unused.
|-
|-
|7437
|7437
|0x1D0D
|0x1D0D
|SE_NUM_EVENT_MAIN19_WING
|P09P01A
|P09P01A
|m19b1007
|m19b1007
Line 4,521: Line 4,228:
|7438
|7438
|0x1D0E
|0x1D0E
|SE_NUM_EVENT_MAIN19_GLASS
|V19P06A
|V19P06A
|m19b1008
|m19b1008
Line 4,527: Line 4,235:
|7439
|7439
|0x1D0F
|0x1D0F
|SE_NUM_EVENT_MAIN19_LIGHT_05
|P09P01A
|P09P01A
|m19b1009
|m19b1009
Line 4,533: Line 4,242:
|7440
|7440
|0x1D10
|0x1D10
|SE_NUM_EVENT_MAIN20_LIGHT_01
|V03P06A
|V03P06A
|m20a0707
|m20a0707
Line 4,539: Line 4,249:
|7441
|7441
|0x1D11
|0x1D11
|SE_NUM_EVENT_MAIN21_ANAHORI
|None
|None
|None
|None
|Odd rustling sound. Might be unused.
|Judging by the internal name, a digging sound. Appears to be unused.
|-
|-
|7442
|7442
|0x1D12
|0x1D12
|SE_NUM_EVENT_MAIN21_ASHIOTO_L
|None
|None
|None
|None
|(Loop) Hard hits? Might be unused.
|(Loop) Judging by the internal name, very odd sounding footsteps. Appears to be unused.
|-
|-
|7443
|7443
|0x1D13
|0x1D13
|SE_NUM_EVENT_MAIN23_CHAKUCHI
|D26P43A
|D26P43A
|m23a0706
|m23a0706
Line 4,557: Line 4,270:
|7444
|7444
|0x1D14
|0x1D14
|SE_NUM_EVENT_MAIN23_LIGHT_01_L
|P11P01A
|P11P01A
|m23a1003
|m23a1003
Line 4,563: Line 4,277:
|7445
|7445
|0x1D15
|0x1D15
|SE_NUM_EVENT_MAIN23_LIGHT_02_L
|D28P33A
|D28P33A
|m25a0301
|m25a0301
Line 4,569: Line 4,284:
|7446
|7446
|0x1D16
|0x1D16
|SE_NUM_EVENT_MAIN18_MIKARUGE_07
|None
|None
|None
|None
|Loud PSG noise, similar to stat down sounds. Might be unused.
|Loud PSG noise, similar to stat down sounds. Mikaruge is Spiritomb's Japanese name. Appears to be unused.
|-
|-
|7447
|7447
|0x1D17
|0x1D17
|SE_NUM_EVENT_MAIN18_MIKARUGE_08
|D21P41A
|D21P41A
|m18b1301
|m18b1301
Line 4,581: Line 4,298:
|7448
|7448
|0x1D18
|0x1D18
|SE_NUM_EVENT_MAIN19_LIGHT_06
|P09P01A
|P09P01A
|m19b1007
|m19b1007
Line 4,587: Line 4,305:
|7449
|7449
|0x1D19
|0x1D19
|SE_NUM_EVENT_MAIN23_LIGHT_03_L
|P11P01A
|P11P01A
|m23a1003
|m23a1003
Line 4,593: Line 4,312:
|7450
|7450
|0x1D1A
|0x1D1A
|SE_NUM_EVENT_MAIN20_KAKIWAKE
|H01P99A
|H01P99A
|m20a0202
|m20a0202
Line 4,602: Line 4,322:
!ID
!ID
!ID Hex
!ID Hex
!Internal Name
!Map
!Map
!Acting Scene
!Scene
!Description
!Description
|-
|-
|7681
|7681
|0x1E01
|0x1E01
|SE_NUM_EVENT_MAIN25_HADOU_01_L
|D28P44A
|D28P44A
|m25a0101
|m25a0101
Line 4,614: Line 4,336:
|7682
|7682
|0x1E02
|0x1E02
|SE_NUM_EVENT_MAIN25_3ATTACK_01
|D28P44A
|D28P44A
|m25a0101
|m25a0101
|"Now! Go!" Deflecting Dusknoir's final attack (cuts off in-game, the full effect is longer)
|"Now! Go!" Deflecting Dusknoir's final attack (truncated in-game, the full sound is longer)
|-
|-
|7683
|7683
|0x1E03
|0x1E03
|SE_NUM_EVENT_MAIN25_3ATTACK_02
|D28P44A
|D28P44A
|m25a0101
|m25a0101
Line 4,626: Line 4,350:
|7684
|7684
|0x1E04
|0x1E04
|SE_NUM_EVENT_MAIN25_DOWN
|D28P44A
|D28P44A
|m25a0101
|m25a0101
Line 4,632: Line 4,357:
|7685
|7685
|0x1E05
|0x1E05
|SE_NUM_EVENT_MAIN25_DAMAGE
|None
|None
|None
|None
|Grabbing sound? Might be unused.
|Grabbing sound? Appears to be unused.
|-
|-
|7686
|7686
|0x1E06
|0x1E06
|SE_NUM_EVENT_MAIN25_ATTACK_01
|D28P44A
|D28P44A
|m25a0302
|m25a0302
Line 4,644: Line 4,371:
|7687
|7687
|0x1E07
|0x1E07
|SE_NUM_EVENT_MAIN25_HAGURUMA_01
|D28P44A
|D28P44A
|m25a0302
|m25a0302
Line 4,650: Line 4,378:
|7688
|7688
|0x1E08
|0x1E08
|SE_NUM_EVENT_MAIN25_DISAPPEAR
|D28P44A
|D28P44A
|m25a0302
|m25a0302
Line 4,656: Line 4,385:
|7689
|7689
|0x1E09
|0x1E09
|SE_NUM_EVENT_MAIN25_ISHIBUNE
|D28P33A
|D28P33A
|m25a0401
|m25a0401
Line 4,662: Line 4,392:
|7690
|7690
|0x1E0A
|0x1E0A
|SE_NUM_EVENT_MAIN25_THUNDER_01
|D17P45A
|D17P45A
|m15b1001
|m15b1001
Line 4,668: Line 4,399:
|7691
|7691
|0x1E0B
|0x1E0B
|SE_NUM_EVENT_MAIN25_THUNDER_02
|D30P41A
|D30P41A
|m25a1101
|m25a1101
Line 4,674: Line 4,406:
|7692
|7692
|0x1E0C
|0x1E0C
|SE_NUM_EVENT_MAIN25_GAREKI
|D30P41A
|D30P41A
|m25a1101
|m25a1101
Line 4,680: Line 4,413:
|7693
|7693
|0x1E0D
|0x1E0D
|SE_NUM_EVENT_MAIN25_THUNDER_03
|D30P41A
|D30P41A
|m25a1101
|m25a1101
Line 4,689: Line 4,423:
!ID
!ID
!ID Hex
!ID Hex
!Internal Name
!Map
!Map
!Acting Scene
!Scene
!Description
!Description
|-
|-
|7937
|7937
|0x1F01
|0x1F01
|SE_NUM_EVENT_SUB01_ANA_01
|D31P31A
|D31P31A
|s01p0601
|s01p0601
Line 4,701: Line 4,437:
|7938
|7938
|0x1F02
|0x1F02
|
|SE_NUM_EVENT_SUB01_ANA_02
|
|D31P31A
|s01p0601
|Falling into a pit.
|Falling into a pit.
|-
|-
|7939
|7939
|0x1F03
|0x1F03
|
|SE_NUM_EVENT_SUB01_ANA_03
|
|D31P41A
|s01p0602
|Hitting the ground after falling into a pit.
|Hitting the ground after falling into a pit.
|-
|-
|7940
|7940
|0x1F04
|0x1F04
|SE_NUM_EVENT_SUB01_ANA_04_L
|D31P41A
|D31P41A
|s01p0602
|s01p0602
|The Grand Master's pitfall trap closes.
|(Loop) The Grand Master's pitfall trap closes.
|-
|-
|7941
|7941
|0x1F05
|0x1F05
|SE_NUM_EVENT_SUB01_ANA_05
|D31P41A
|D31P41A
|s01p0602
|s01p0602
Line 4,725: Line 4,465:
|7942
|7942
|0x1F06
|0x1F06
|SE_NUM_EVENT_SUB01_TAIATARI
|D31P31A
|D31P31A
|s01p0801
|s01p0801
Line 4,731: Line 4,472:
|7943
|7943
|0x1F07
|0x1F07
|SE_NUM_EVENT_SUB01_TAKARABAKO
|T01P01A
|T01P01A
|m16a0701
|m16a0701
Line 4,737: Line 4,479:
|7944
|7944
|0x1F08
|0x1F08
|SE_NUM_EVENT_SUB01_CLAP_L
|G01P04A
|G01P04A
|m04a0201
|m04a0201
Line 4,743: Line 4,486:
|7945
|7945
|0x1F09
|0x1F09
|SE_NUM_EVENT_SUB01_ICE_01_L
|None
|None
|None
|None
|(Loop) Beam of light? Might be unused.
|(Loop) Beam of light? Appears to be unused.
|-
|-
|7946
|7946
|0x1F0A
|0x1F0A
|SE_NUM_EVENT_SUB03_EGG_01
|None
|None
|None
|None
|Placing something? Might be unused.
|Placing an egg? Appears to be unused.
|-
|-
|7947
|7947
|0x1F0B
|0x1F0B
|SE_NUM_EVENT_SUB04_PUKURIN
|G01P04A
|G01P04A
|s04p0101
|s04p0101
Line 4,761: Line 4,507:
|7948
|7948
|0x1F0C
|0x1F0C
|SE_NUM_EVENT_SUB04_SEKIHI_01_L
|D32P12A
|D32P12A
|s04p0801
|s04p0801
Line 4,767: Line 4,514:
|7949
|7949
|0x1F0D
|0x1F0D
|SE_NUM_EVENT_SUB04_SEKIHI_02
|D32P12A
|D32P12A
|s04p0801
|s04p0801
Line 4,773: Line 4,521:
|7950
|7950
|0x1F0E
|0x1F0E
|SE_NUM_EVENT_SUB04_LIGHT_01_L
|D32P31A
|D32P31A
|s04p0601
|s04p0601
|Regice/Regirock/Registeel turning into light after getting defeated. "A mysterious light enveloped [player]!"
|(Loop) Regice/Regirock/Registeel turning into light after getting defeated. "A mysterious light enveloped [player]!"
|-
|-
|7951
|7951
|0x1F0F
|0x1F0F
|SE_NUM_EVENT_SUB04_LIGHT_02
|D32P31A
|D32P31A
|s04p0601
|s04p0601
Line 4,785: Line 4,535:
|7952
|7952
|0x1F10
|0x1F10
|SE_NUM_EVENT_SUB04_FLASH_01
|D32P44A
|D32P44A
|s04p1801
|s04p1801
Line 4,791: Line 4,542:
|7953
|7953
|0x1F11
|0x1F11
|SE_NUM_EVENT_SUB04_ATTACK
|D32P44A
|D32P44A
|s04p1901
|s04p1901
Line 4,797: Line 4,549:
|7954
|7954
|0x1F12
|0x1F12
|SE_NUM_EVENT_SUB04_WHISTLE
|None
|None
|None
|None
|Flute-like noise. Might be unused.
|Flute-like noise. Appears to be unused.
|-
|-
|7955
|7955
|0x1F13
|0x1F13
|SE_NUM_EVENT_SUB04_WING_L
|None
|None
|None
|None
|Another copy of "sweat drop" noise? Might be unused.
|Placeholder "sweat drop" sound.
|-
|-
|7956
|7956
|0x1F14
|0x1F14
|SE_NUM_EVENT_SUB02_ICE_02
|D79P41A
|D79P41A
|s02p0701
|s02p0701
Line 4,815: Line 4,570:
|7957
|7957
|0x1F15
|0x1F15
|SE_NUM_EVENT_SUB03_EGG_02
|H02P99A
|H02P99A
|s03p0301
|s03p0301
Line 4,821: Line 4,577:
|7958
|7958
|0x1F16
|0x1F16
|SE_NUM_EVENT_SUB03_EGG_03
|H02P99A
|H02P99A
|s03p0301
|s03p0301
Line 4,830: Line 4,587:
!ID
!ID
!ID Hex
!ID Hex
!Internal Name
!Map
!Map
!Acting Scene
!Scene
!Description
!Description
|-
|-
|8193
|8193
|0x2001
|0x2001
|SE_NUM_EVENT_SUB10_FIRE_01
|S00P01A
|S00P01A
|dopen
|dopen
Line 4,842: Line 4,601:
|8194
|8194
|0x2002
|0x2002
|SE_NUM_EVENT_SUB12_LIGHT_01
|D80P41A
|D80P41A
|m99a0129
|m99a0129
Line 4,848: Line 4,608:
|8195
|8195
|0x2003
|0x2003
|SE_NUM_EVENT_SUB20_EFFECT_01
|G01P07A
|G01P07A
|s20p1001
|s20p1001
Line 4,854: Line 4,615:
|8196
|8196
|0x2004
|0x2004
|SE_NUM_EVENT_SUB21_EFFECT_01
|H02P99A
|H02P99A
|s21p0501
|s21p0501
Line 4,860: Line 4,622:
|8197
|8197
|0x2005
|0x2005
|SE_NUM_EVENT_SUB21_EFFECT_02
|H02P99A
|H02P99A
|s21p0501
|s21p0501
Line 4,866: Line 4,629:
|8198
|8198
|0x2006
|0x2006
|SE_NUM_EVENT_SUB21_EFFECT_03
|D41P41A
|D41P41A
|s22p1110
|s22p1110
Line 4,872: Line 4,636:
|8199
|8199
|0x2007
|0x2007
|SE_NUM_EVENT_SUB22_EFFECT_01
|D39P32A
|D39P32A
|s22p0203
|s22p0203
Line 4,878: Line 4,643:
|8200
|8200
|0x2008
|0x2008
|SE_NUM_EVENT_SUB21_EFFECT_04
|D38P11A
|D38P11A
|s21p0502
|s21p0502
Line 4,884: Line 4,650:
|8201
|8201
|0x2009
|0x2009
|SE_NUM_EVENT_SUB20_EFFECT_02
|D37P11A
|D37P11A
|s20p0902
|s20p0902
Line 4,893: Line 4,660:
!ID
!ID
!ID Hex
!ID Hex
!Internal Name
!Map
!Map
!Acting Scene
!Scene
!Description
!Description
|-
|-
|8449
|8449
|0x2101
|0x2101
|N/A
|None
|None
|None
|None
Line 4,905: Line 4,674:
|8450
|8450
|0x2102
|0x2102
|SE_NUM_EVENT_MAIN26_ISHIBUNE
|P11P02A
|P11P02A
|m25a0404
|m25a0404
Line 4,911: Line 4,681:
|8451
|8451
|0x2103
|0x2103
|SE_NUM_EVENT_MAIN26_KOROGARU
|D30P33A
|D30P33A
|m26a0102
|m26a0102
Line 4,917: Line 4,688:
|8452
|8452
|0x2104
|0x2104
|SE_NUM_EVENT_MAIN26_LIGHT_01_L
|None
|None
|None
|None
|Another "sweat drop" copy? Probably unused.
|Placeholder "sweat drop" sound.
|-
|-
|8453
|8453
|0x2105
|0x2105
|SE_NUM_EVENT_MAIN26_LIGHT_02_L
|None
|None
|None
|None
|More "sweat drop".
|Placeholder "sweat drop" sound.
|-
|-
|8454
|8454
|0x2106
|0x2106
|SE_NUM_EVENT_MAIN26_LIGHT_03
|P13P01A
|P13P01A
|m26a0401
|m26a0401
Line 4,935: Line 4,709:
|8455
|8455
|0x2107
|0x2107
|SE_NUM_EVENT_MAIN26_SEKICYUU
|D30P33A
|D30P33A
|m26a0102
|m26a0102
Line 4,941: Line 4,716:
|8456
|8456
|0x2108
|0x2108
|SE_NUM_EVENT_MAIN26_THUNDER_01
|None
|None
|None
|None
|Wipe-like sound. Might be unused.
|Wipe-like sound. Appears to be unused.
|-
|-
|8457
|8457
|0x2109
|0x2109
|SE_NUM_EVENT_MAIN26_THUNDER_02
|None
|None
|None
|None
|Electric wipe sound. Might be unused.
|Electric wipe sound. Appears to be unused.
|-
|-
|8458
|8458
|0x210A
|0x210A
|SE_NUM_EVENT_MAIN26_WHITEOUT
|D30P33A
|D30P33A
|m26a0201
|m26a0201
Line 4,959: Line 4,737:
|8459
|8459
|0x210B
|0x210B
|SE_NUM_EVENT_MAIN26_DISAPPEAR
|P13P01A
|P13P01A
|m26a0401
|m26a0401
Line 4,965: Line 4,744:
|8460
|8460
|0x210C
|0x210C
|SE_NUM_EVENT_MAIN26_GAREKI_01
|None
|None
|None
|None
|PSG stomp? Might be unused.
|PSG stomp? Judging by the internal name, something to do with rubble. Appears to be unused.
|-
|-
|8461
|8461
|0x210D
|0x210D
|SE_NUM_EVENT_MAIN26_GAREKI_02
|None
|None
|None
|None
|Fiery noise. Might be unused.
|Fiery noise. Appears to be unused.
|-
|-
|8462
|8462
|0x210E
|0x210E
|SE_NUM_EVENT_MAIN26_HAGURUMA_01
|D30P33A
|D30P33A
|m26a0102
|m26a0102
Line 4,983: Line 4,765:
|8463
|8463
|0x210F
|0x210F
|SE_NUM_EVENT_MAIN26_HOUKOU
|V24P03A
|V24P03A
|m24a0205
|m24a0205
Line 4,992: Line 4,775:
!ID
!ID
!ID Hex
!ID Hex
!Internal Name
!Map
!Map
!Acting Scene
!Scene
!Description
!Description
|-
|-
|8705
|8705
|0x2201
|0x2201
|SE_NUM_EVENT_SUB23_EFFECT_02_L
|D41P41A
|D41P41A
|s22p1401
|s22p1401
Line 5,004: Line 4,789:
|8706
|8706
|0x2202
|0x2202
|SE_NUM_EVENT_SUB23_HOLE_01
|D41P41A
|D41P41A
|s22p1401
|s22p1401
Line 5,010: Line 4,796:
|8707
|8707
|0x2203
|0x2203
|SE_NUM_EVENT_SUB23_WHITEOUT
|D41P41A
|D41P41A
|s22p1401
|s22p1401
Line 5,016: Line 4,803:
|8708
|8708
|0x2204
|0x2204
|SE_NUM_EVENT_SUB23_EFFECT_01_L
|D41P41A
|D41P41A
|s22p1401
|s22p1401
Line 5,022: Line 4,810:
|8709
|8709
|0x2205
|0x2205
|SE_NUM_EVENT_MOTION_DOGOMU
|None
|None
|None
|None
|Very unusual yapping sound? Might be unused.
|The internal name suggests this is supposed to be a Loudred sound. Appears to be unused.
|-
|-
|8710
|8710
|0x2206
|0x2206
|
|SE_NUM_EVENT_MOTION_ITEM
|
|D01P41A
|Giving an item. Used in many scenes.
|m01a0701
|Giving/picking up an item. Used in many scenes.
|-
|-
|8711
|8711
|0x2207
|0x2207
|
|SE_NUM_EVENT_MOTION_DOOR
|
|G01P04A
|m02a0202
|Wigglytuff's door opening (such as in Chapter 2).
|Wigglytuff's door opening (such as in Chapter 2).
|-
|-
|8712
|8712
|0x2208
|0x2208
|SE_NUM_EVENT_HADOU_CHECK
|S02P01A
|S02P01A
|m00a01a
|m00a01a
Line 5,046: Line 4,838:
|8713
|8713
|0x2209
|0x2209
|
|SE_NUM_DUN_MOTION_MONEY
|
|G01P03A
|Collecting coins.
|m02a1001
|Collecting coins. Only used during Chatot's tax scene and Bidoof looking at his coins in SE1.
|-
|-
|8714
|8714
|0x220A
|0x220A
|SE_NUM_DUN_EFF_DRINK
|None
|None
|None
|None
Line 5,058: Line 4,852:
|8715
|8715
|0x220B
|0x220B
|SE_NUM_DUN_MOTION_QUACK
|T01P02A
|T01P02A
|enter09
|enter09
Line 5,064: Line 4,859:
|8716
|8716
|0x220C
|0x220C
|SE_NUM_DUN_EFF_LIGHT_WALL
|T01P02A
|T01P02A
|enter09
|enter09
Line 5,070: Line 4,866:
|8717
|8717
|0x220D
|0x220D
|SE_NUM_DUN_EFF_SMOKE_9
|None
|None
|None
|None
|Baton Pass.
|Identical sound to #1813.
|-
|-
|8718
|8718
|0x220E
|0x220E
|SE_NUM_DUN_EFF_DENJIFUYUU
|G01P04A
|G01P04A
|
|enter05
|Swap Shop.
|Croagunk's Swap Shop cauldron swapping an Exclusive Item.
|-
|-
|8719
|8719
|0x220F
|0x220F
|SE_NUM_EVENT_EFF_SHINKA_EGG
|None
|None
|None
|None
|(Loop) Blip sound? Might be unused.
|(Loop) Egg shaking sound. Used while checking on an egg at the Chansey Day Care.
|-
|-
|8720
|8720
|0x2210
|0x2210
|SE_NUM_DUN_MOTION_HUNGRY
|G01P03A
|G01P03A
|m03a1203
|m03a1203
|Belly/Hungry, often used with actor effect SetEffect(88, 3);
|Belly/Hungry, often used with actor effect <code>SetEffect(EFFECT_EXCLAMATION_MARK, 3);</code>. Identical to the dungeon sound (#4867).
|-
|-
|8721
|8721
|0x2211
|0x2211
|SE_NUM_ME_WIND_S
|None
|None
|None
|None
|Somewhat unpolished wind gust sound. Might be unused. Presumable internal name suggests this is an earlier iteration of ME #10.
|Somewhat unpolished wind gust sound. Appears to be unused. The internal name suggests this is an earlier iteration of ME #10.
|-
|-
|8722
|8722
|0x2212
|0x2212
|SE_NUM_ME_WIND_M
|None
|None
|None
|None
|Louder unpolished wind gust sound. Might be unused. Presumable internal name suggests this is an earlier iteration of ME #11.
|Louder unpolished wind gust sound. Appears to be unused. The internal name suggests this is an earlier iteration of ME #11.
|}
|}


Line 5,109: Line 4,911:
!ID
!ID
!ID Hex
!ID Hex
!Internal Name
!Map
!Map
!Acting Scene
!Scene
!Description
!Description
|-
|-
|8961
|8961
|0x2301
|0x2301
|
|SE_NUM_EVENT_SIGN_ASE_01
|
|G01P03A
|Sweat drop sound, to be used with actor effect SetEffect(92, 3); This one is for the '''slow drop from the side'''.
|m02a0108
|Sweat drop sound, to be used with actor effect <code>SetEffect(EFFECT_SWEAT_DROP, 3);</code> This sound is intended for the '''slow drop from the side'''.
|-
|-
|8962
|8962
|0x2302
|0x2302
|
|SE_NUM_EVENT_SIGN_HATENA_02
|
|G01P03A
|Question. Confused. Wondering. To be used with actor effect SetEffect(89, 3);
|m02a0108
|Question. Confused. Wondering. To be used with actor effect <code>SetEffect(EFFECT_QUESTION_MARK, 3);</code>
|-
|-
|8963
|8963
|0x2303
|0x2303
|
|SE_NUM_EVENT_SIGN_HATENA_03
|
|D05P31A
|Doubled version of #8962.
|m07a0701
|Doubled version of #8962. Usually used for looking around along with <code>ExecuteCommon(CORO_LOOK_AROUND_FUNC_SERIES, 0);</code> or simply manually, but it is also used for questioning (s03p2003).
|-
|-
|8964
|8964
|0x2304
|0x2304
|
|SE_NUM_EVENT_SIGN_NOTICE_01
|
|D01P41A
|Exclamation mark. Noticing. To be used with actor effect SetEffect(88, 3);
|m01a0401
|Exclamation mark. Usually used in a "surprised!" context, with some exceptions. To be used with actor effect <code>SetEffect(EFFECT_EXCLAMATION_MARK, 3);</code>
|-
|-
|8965
|8965
|0x2305
|0x2305
|
|SE_NUM_EVENT_SIGN_NOTICE_02
|
|G01P01C
|Surprised, higher pitched, to be used with actor effect SetEffect(88, 3);
|m11a0303
|Higher pitched; idea! Noticed something! To be used with actor effect <code>SetEffect(EFFECT_EXCLAMATION_MARK, 3);</code>
|-
|-
|8966
|8966
|0x2306
|0x2306
|
|SE_NUM_EVENT_SIGN_NOTICE_03
|
|G01P03A
|m03a0506
|Making a discovery.
|Making a discovery.
|-
|-
|8967
|8967
|0x2307
|0x2307
|
|SE_NUM_EVENT_SIGN_NOTICE_04
|
|D10P21A
|Short, "noticing something", "Hey!", "Oh, I remember", sound, used with actor effect SetEffect(88, 3); or  SetEffect(91, 3);
|m10a0701
|Short, "noticing something", "Hey!", "Oh, I remember", sound, used with actor effect <code>SetEffect(EFFECT_EXCLAMATION_MARK, 3);</code> or  <code>SetEffect(EFFECT_SHOCKED, 3);</code>. Sometimes used in a negative context (m03a0801).
|-
|-
|8968
|8968
|0x2308
|0x2308
|
|SE_NUM_EVENT_SIGN_SHOCK_01
|
|D01P41A
|Shocked! To be used with actor effect SetEffect(91, 3);
|m01a0401
|Shocked! To be used with actor effect <code>SetEffect(EFFECT_SHOCKED, 3);</code> or <code>SetEffect(EFFECT_SHOCKED_MIRRORED, 3);
|-
|-
|8969
|8969
|0x2309
|0x2309
|SE_NUM_EVENT_SIGN_SHOCK_02
|D08P11A
|D08P11A
|m09a0301  
|m09a0301  
|Aghast!
|Aghast! To be used with actor effect <code>SetEffect(EFFECT_SHOCKED, 3);</code> or <code>SetEffect(EFFECT_SHOCKED_MIRRORED, 3);</code>
|-
|-
|8970
|8970
|0x230A
|0x230A
|
|SE_NUM_EVENT_SIGN_ANGER_01
|
|T01P02A
|Loudred angry, wake up? Maybe generic angry? It's a doubled version of #8971. Used with ExecuteCommon(CORO_JUMP_ANGRY_FUNC_SERIES, 0);
|m12a0601
|Loudred's wake-up call. Also used as a general "very angry" sound. It's a doubled version of #8971. Used with <code>ExecuteCommon(CORO_JUMP_ANGRY_FUNC_SERIES, 0);</code>, rarely with actor effect <code>SetEffect(EFFECT_ANGRY, 3);</code> (m13a0101)
|-
|-
|8971
|8971
|0x230B
|0x230B
|
|SE_NUM_EVENT_SIGN_ANGER_02
|
|G01P03A
|Angry, used with actor effect SetEffect(94, 3);
|m02a0302
|Angry, used with actor effect <code>SetEffect(EFFECT_ANGRY, 3);</code>, <code>SetEffect(EFFECT_ANGRY_MIRRORED, 3);</code> or <code>ExecuteCommon(CORO_JUMP_ANGRY_FUNC_SERIES, 0);</code>.
|-
|-
|8972
|8972
|0x230C
|0x230C
|
|SE_NUM_EVENT_SIGN_TENSION_01
|
|G01P03A
|Sweat drop, being surprised, "stunned" sort of sound, used with actor effect SetEffect(171, 3); This one is for the '''multiple small drops'''.
|m02a0108
|Sweat drop, being surprised, "stunned" sort of sound, used with actor effect <code>SetEffect(EFFECT_SWEAT_DROPS_FROM_BOTH_SIDES_MEDIUM, 3);</code>. Intended for the '''multiple small drops'''.
|-
|-
|8973
|8973
|0x230D
|0x230D
|
|SE_NUM_EVENT_SIGN_SHOCK_03
|
|G01P04A
|Surprise? Being found out? Used with SetEffect(448, 3); or SetEffect(88, 3);
|m08a0503
|Surprised? Being found out? Used with <code>SetEffect(EFFECT_SHOCKED, 3);</code>, <code>SetEffect(EFFECT_SHOCKED_MIRRORED, 3);</code> or <code>SetEffect(EFFECT_EXCLAMATION_MARK, 3);</code> depending on the character.
|-
|-
|8974
|8974
|0x230E
|0x230E
|
|SE_NUM_EVENT_MOTION_JUNP_01
|
|G01P04A
|Surprised short jump, to be used with actor execute common: ExecuteCommon(CORO_JUMP_SURPRISE_FUNC_SERIES, 0)
|m05a0705
|Surprised short jump, to be used with actor execute common: <code>ExecuteCommon(CORO_JUMP_SURPRISE_FUNC_SERIES, 0)</code>
|-
|-
|8975
|8975
|0x230F
|0x230F
|
|SE_NUM_EVENT_MOTION_JUNP_02
|
|P19P02A
|Hush! Angry! Annoyed! Used with ExecuteCommon(CORO_JUMP_ANGRY_FUNC_SERIES, 0);
|n02a1002
|Excited double short jump! Also used for emphasis and sometimes anger. Used with <code>ExecuteCommon(CORO_JUMP_ANGRY_FUNC_SERIES, 0);</code>. '''Despite the name, this execute common is often not used in angry context!'''
|-
|-
|8976
|8976
|0x2310
|0x2310
|SE_NUM_EVENT_MINIGAME_OK
|None
|None
|None
|None
|Bell/correct sound. Probably used in Sentry Duty.
|Bell sound. Selecting the correct answer during Sentry Duty.
|-
|-
|8977
|8977
|0x2311
|0x2311
|SE_NUM_EVENT_MINIGAME_NG
|None
|None
|None
|None
|Incorrect sound, probably used in Sentry Duty.
|Selecting the incorrect answer or timing out during Sentry Duty.
|-
|-
|8978
|8978
|0x2312
|0x2312
|
|SE_NUM_EVENT_SIGN_NOTICE_05
|
|G01P03A
|Being noticed, "Hey!". To be used with actor effect SetEffect(174, 3); or SetEffect(88, 3);
|m02a0108
|Being noticed, "Hey!". To be used with actor effect <code>SetEffect(EFFECT_EXCLAMATION_MARK, 3);</code>, <code>SetEffect(EFFECT_TWO_ARROWS_AT_SIDE_RIGHT, 3);</code> or <code>SetEffect(EFFECT_TWO_ARROWS_AT_SIDE_LEFT, 3);</code>
|-
|-
|8979
|8979
|0x2313
|0x2313
|SE_NUM_EVENT_OPENING_ROGO
|V03P08A
|V03P08A
|t01p0501
|t01p0501
Line 5,232: Line 5,054:
!ID
!ID
!ID Hex
!ID Hex
!Internal Name
!Map
!Map
!Acting Scene
!Scene
!Description
!Description
|-
|-
|9217
|9217
|0x2401
|0x2401
|SE_NUM_EV_S01_SNORER_01_LP
|G01P10C
|G01P10C
|n01a0703
|n01a0703
Line 5,244: Line 5,068:
|9218
|9218
|0x2402
|0x2402
|SE_NUM_EV_S01_UNREST_01
|D42P41A
|D42P41A
|n01a1904
|n01a1904
Line 5,250: Line 5,075:
|9219
|9219
|0x2403
|0x2403
|SE_NUM_EV_S01_CALL_01
|D42P41A
|D42P41A
|n01a1904
|n01a1904
Line 5,256: Line 5,082:
|9220
|9220
|0x2404
|0x2404
|SE_NUM_EV_S01_CALL_02
|D42P41A
|D42P41A
|n01a1904
|n01a1904
Line 5,262: Line 5,089:
|9221
|9221
|0x2405
|0x2405
|SE_NUM_EV_S01_CALL_03
|D42P41A
|D42P41A
|n01a1904
|n01a1904
Line 5,268: Line 5,096:
|9222
|9222
|0x2406
|0x2406
|SE_NUM_EV_S01_COME_01
|D42P41A
|D42P41A
|n01a1904
|n01a1904
Line 5,274: Line 5,103:
|9223
|9223
|0x2407
|0x2407
|SE_NUM_EV_S01_BEHAVE_01_LP
|D42P31A
|D42P31A
|n01a2301
|n01a2301
Line 5,280: Line 5,110:
|9224
|9224
|0x2408
|0x2408
|SE_NUM_EV_S01_EFFECT_01
|D42P42A
|D42P42A
|n01a3101
|n01a3101
Line 5,286: Line 5,117:
|9225
|9225
|0x2409
|0x2409
|SE_NUM_EV_S01_EFFECT_02
|D42P42A
|D42P42A
|n01a3101
|n01a3101
Line 5,292: Line 5,124:
|9226
|9226
|0x240A
|0x240A
|SE_NUM_EV_S01_WHITEOUT_01
|D42P42A
|D42P42A
|n01a3101
|n01a3101
Line 5,298: Line 5,131:
|9227
|9227
|0x240B
|0x240B
|SE_NUM_EV_S01_EFFECT_04
|D42P42A
|D42P42A
|n01a3101
|n01a3101
Line 5,307: Line 5,141:
!ID
!ID
!ID Hex
!ID Hex
!Internal Name
!Map
!Map
!Acting Scene
!Scene
!Description
!Description
|-
|-
|9473
|9473
|0x2501
|0x2501
|SE_NUM_EV_SIDE02_BREAK
|P18P01A
|P18P01A
|n02a0304
|n02a0304
Line 5,319: Line 5,155:
|9474
|9474
|0x2502
|0x2502
|SE_NUM_EV_SIDE02_ROAR_01
|D43P31A
|D43P31A
|n02a0901
|n02a0901
Line 5,325: Line 5,162:
|9475
|9475
|0x2503
|0x2503
|SE_NUM_EV_SIDE02_ROAR_02
|D43p31A
|D43p31A
|n02a0901
|n02a0901
Line 5,331: Line 5,169:
|9476
|9476
|0x2504
|0x2504
|SE_NUM_EV_SIDE02_MONSTERSTEP_01
|None
|None
|None
|None
|Bonk. Might be unused.
|A single footstep. Appears to be unused.
|-
|-
|9477
|9477
|0x2505
|0x2505
|SE_NUM_EV_S02_GRASSY_01
|D43P31A
|D43P31A
|n02a0901
|n02a0901
Line 5,343: Line 5,183:
|9478
|9478
|0x2506
|0x2506
|SE_NUM_EV_SIDE02_THREAT_01
|D43P31A
|D43P31A
|n02a0901
|n02a0901
Line 5,349: Line 5,190:
|9479
|9479
|0x2507
|0x2507
|SE_NUM_EV_SIDE02_THREAT_02
|D43P31A
|D43P31A
|n02a0901
|n02a0901
Line 5,355: Line 5,197:
|9480
|9480
|0x2508
|0x2508
|SE_NUM_EV_SIDE02_MAP_01
|P19P02A
|P19P02A
|n02a1002
|n02a1002
Line 5,361: Line 5,204:
|9481
|9481
|0x2509
|0x2509
|SE_NUM_EV_SIDE02_MAP_02
|P19P02A
|P19P02A
|n02a1002
|n02a1002
Line 5,367: Line 5,211:
|9482
|9482
|0x250A
|0x250A
|SE_NUM_EV_SIDE02_MAP_IGNITE_01
|P19P02A
|P19P02A
|n02a1002
|n02a1002
Line 5,373: Line 5,218:
|9483
|9483
|0x250B
|0x250B
|SE_NUM_EV_SIDE02_MAP_IGNITE_02
|P19P02A
|P19P02A
|n02a1002
|n02a1002
Line 5,379: Line 5,225:
|9484
|9484
|0x250C
|0x250C
|SE_NUM_EV_SIDE02_PUTOUT
|P19P02A
|P19P02A
|n02a1002
|n02a1002
Line 5,385: Line 5,232:
|9485
|9485
|0x250D
|0x250D
|SE_NUM_EV_S02_FALLDOWN_01
|G01P05C
|G01P05C
|n02a0105
|n02a0105
Line 5,391: Line 5,239:
|9486
|9486
|0x250E
|0x250E
|N/A
|None
|None
|None
|None
Line 5,397: Line 5,246:
|9487
|9487
|0x250F
|0x250F
|SE_NUM_EV_S02_TITTLE_01
|V32P01A
|V32P01A
|n01a0102
|n01a0102
Line 5,403: Line 5,253:
|9488
|9488
|0x2510
|0x2510
|SE_NUM_EV_S02_GUMI_01
|P17P02A
|P17P02A
|n02a0109
|n02a0109
Line 5,409: Line 5,260:
|9489
|9489
|0x2511
|0x2511
|SE_NUM_EV_S02_FALLINGROCK_01
|P18P01A
|P18P01A
|n02a0304
|n02a0304
Line 5,415: Line 5,267:
|9490
|9490
|0x2512
|0x2512
|SE_NUM_EV_S02_FALLINGROCK_02
|P18P01A
|P18P01A
|n02a0304
|n02a0304
|Huge boulder about to fall on Papa.
|Huge boulder about to fall on Papa.
|-
|9491
|0x2513
|SE_NUM_EV_S02_ROAR_03
|None
|None
|Sounds like another version of Armaldo growling. Appears to be unused.
|}
|}


Line 5,424: Line 5,284:
!ID
!ID
!ID Hex
!ID Hex
!Internal Name
!Map
!Map
!Acting Scene
!Scene
!Description
!Description
|-
|-
|9729
|9729
|0x2601
|0x2601
|SE_NUM_EV_S03_DOOR_OPEN
|P17P01A
|P17P01A
|n03a1002
|n03a1002
Line 5,436: Line 5,298:
|9730
|9730
|0x2602
|0x2602
|SE_NUM_EV_S03_DOOR_CLOSE
|P17P01A
|P17P01A
|n03a1002
|n03a1002
Line 5,442: Line 5,305:
|9731
|9731
|0x2603
|0x2603
|SE_NUM_EV_S03_DISCOVER
|P20P01A
|P20P01A
|n03a0701
|n03a0701
Line 5,448: Line 5,312:
|9732
|9732
|0x2604
|0x2604
|SE_NUM_EV_S03_FLOOR_OPEN
|D45P31A
|D45P31A
|n03a1501
|n03a1501
Line 5,454: Line 5,319:
|9733
|9733
|0x2605
|0x2605
|SE_NUM_EV_S03_TOUCH
|P19P01A
|P19P01A
|
|n03a0401
|(Loop) Igglybuff "hitting" the Kangaskhan Rock.
|(Loop) Igglybuff "hitting" the Kangaskhan Rock.
|-
|-
|9734
|9734
|0x2606
|0x2606
|SE_NUM_EV_S03_DOOR_BREAK
|D44P31A
|D44P31A
|n03a0601
|n03a0601
Line 5,466: Line 5,333:
|9735
|9735
|0x2607
|0x2607
|SE_NUM_EV_S03_FIRE_FIGHTING
|D44P31A
|D44P31A
|n03a0601
|n03a0601
Line 5,472: Line 5,340:
|9736
|9736
|0x2608
|0x2608
|SE_NUM_EV_S03_ROOLUP
|P22P01A
|P22P01A
|n03a1702
|n03a1702
Line 5,478: Line 5,347:
|9737
|9737
|0x2609
|0x2609
|SE_NUM_EV_S03_THROW
|P22P01A
|P22P01A
|n03a1702
|n03a1702
Line 5,484: Line 5,354:
|9738
|9738
|0x260A
|0x260A
|SE_NUM_EV_S03_SOMEBODY
|D45P42A
|D45P42A
|n03a1502
|n03a1502
Line 5,493: Line 5,364:
!ID
!ID
!ID Hex
!ID Hex
!Internal Name
!Map
!Map
!Acting Scene
!Scene
!Description
!Description
|-
|-
|9985
|9985
|0x2701
|0x2701
|SE_NUM_EV_S04_SHOW
|G01P05A
|G01P05A
|n04a0106
|n04a0106
Line 5,505: Line 5,378:
|9986
|9986
|0x2702
|0x2702
|SE_NUM_EV_S04_GHOST_01
|D57P41A
|D57P41A
|n04a0801
|n04a0801
Line 5,511: Line 5,385:
|9987
|9987
|0x2703
|0x2703
|SE_NUM_EV_S04_GHOST_DOWN
|D57P41A
|D57P41A
|n04a1001
|n04a1001
Line 5,517: Line 5,392:
|9988
|9988
|0x2704
|0x2704
|SE_NUM_EV_S04_MAGMAC_01
|D57P42A
|D57P42A
|n04a1401
|n04a1401
Line 5,523: Line 5,399:
|9989
|9989
|0x2705
|0x2705
|SE_NUM_EV_S04_GHOST_02
|D57P43A
|D57P43A
|n04a2001
|n04a2001
Line 5,529: Line 5,406:
|9990
|9990
|0x2706
|0x2706
|SE_NUM_EV_S04_FLASH
|D57P41A
|D57P41A
|n04a2002
|n04a2002
Line 5,535: Line 5,413:
|9991
|9991
|0x2707
|0x2707
|SE_NUM_EV_S04_GHOST_AWAY
|D57P41A
|D57P41A
|n04a2002
|n04a2002
Line 5,541: Line 5,420:
|9992
|9992
|0x2708
|0x2708
|SE_NUM_EV_S04_LAVA_01
|D57P43A
|D57P43A
|n04a2003
|n04a2003
Line 5,547: Line 5,427:
|9993
|9993
|0x2709
|0x2709
|SE_NUM_EV_S04_FIRE_01
|D57P44A
|D57P44A
|n04a2004
|n04a2004
Line 5,553: Line 5,434:
|9994
|9994
|0x270A
|0x270A
|SE_NUM_EV_S04_GHOST_AWAY_02_2
|None
|None
|None
|None
|Electric beam? Might be unused.
|Electric beam? Appears to be unused.
|-
|-
|9995
|9995
|0x270B
|0x270B
|SE_NUM_EV_S04_FIRE_02
|D57P42A
|D57P42A
|n04a1401
|n04a1401
Line 5,565: Line 5,448:
|9996
|9996
|0x270C
|0x270C
|SE_NUM_EV_S04_LEAFCUT
|D57P43A
|D57P43A
|n04a2001
|n04a2001
Line 5,574: Line 5,458:
!ID
!ID
!ID Hex
!ID Hex
!Internal Name
!Map
!Map
!Acting Scene
!Scene
!Description
!Description
|-
|-
|10241
|10241
|0x2801
|0x2801
|SE_NUM_EV_S06_CATCH_01
|P26P01A
|P26P01A
|n06a0102
|n06a0102
Line 5,586: Line 5,472:
|10242
|10242
|0x2802
|0x2802
|SE_NUM_EV_S06_CATCH_02
|None
|None
|None
|None
|Eating fruit? Might be unused.
|Odd sound. Maybe for a pose or striking something? Appears to be unused.
|-
|-
|10243
|10243
|0x2803
|0x2803
|SE_NUM_EV_S06_CATCH_03
|None
|None
|None
|None
|Wall breaks open? Might be unused.
|Sounds like this would directly follow #10242. Appears to be unused.
|-
|-
|10244
|10244
|0x2804
|0x2804
|SE_NUM_EV_S06_BLACKOUT
|P26P01A
|P26P01A
|n06a0102
|n06a0102
Line 5,604: Line 5,493:
|10245
|10245
|0x2805
|0x2805
|SE_NUM_EV_S06_HUNGRY
|D54P31A
|D54P31A
|n06a0501
|n06a0501
|"Guuuuuuuu!" Wigglytuff snoring.
|"Guuuuuuuu!" Wigglytuff either snoring or stomach sound while asleep.
|-
|-
|10246
|10246
|0x2806
|0x2806
|SE_NUM_EV_S06_GETUP
|D54P32A
|D54P32A
|n06a0502
|n06a0502
Line 5,616: Line 5,507:
|10247
|10247
|0x2807
|0x2807
|SE_NUM_EV_S06_DESTRUCTION_01
|D55P41A
|D55P41A
|n06a1301
|n06a1301
Line 5,622: Line 5,514:
|10248
|10248
|0x2808
|0x2808
|SE_NUM_EV_S06_DESTRUCTION_02
|None
|None
|None
|None
|Another rock break noise. Might be unused.
|Another rock break noise. Appears to be unused.
|-
|-
|10249
|10249
|0x2809
|0x2809
|SE_NUM_EV_S06_BATTLE_IN
|D55P41A
|D55P41A
|n06a1301
|n06a1301
Line 5,634: Line 5,528:
|10250
|10250
|0x280A
|0x280A
|SE_NUM_EV_S06_UNDERGROUND
|D55P41A
|D55P41A
|n06a1801
|n06a1801
Line 5,640: Line 5,535:
|10251
|10251
|0x280B
|0x280B
|SE_NUM_EV_S06_APPLE_01
|D56P11A
|D56P11A
|n06a2703
|n06a2703
Line 5,646: Line 5,542:
|10252
|10252
|0x280C
|0x280C
|SE_NUM_EV_S06_APPLE_02
|D56P11A
|D56P11A
|n06a2703
|n06a2703
Line 5,652: Line 5,549:
|10253
|10253
|0x280D
|0x280D
|SE_NUM_EV_S06_PASSAWAY
|D56P11A
|D56P11A
|n06a2703
|n06a2703
Line 5,658: Line 5,556:
|10254
|10254
|0x280E
|0x280E
|SE_NUM_EV_S06_EFFECT_01_2
|D56P41A
|D56P41A
|n06a3401
|n06a3401
Line 5,664: Line 5,563:
|10255
|10255
|0x280F
|0x280F
|SE_NUM_EV_S06_MOVING_LP
|D56P41A
|D56P41A
|n06a3901
|n06a3901
Line 5,670: Line 5,570:
|10256
|10256
|0x2810
|0x2810
|SE_NUM_EV_S06_METAMON
|D56P41A
|D56P41A
|n06a3901
|n06a3901
Line 5,679: Line 5,580:
!ID
!ID
!ID Hex
!ID Hex
!Internal Name
!Map
!Map
!Acting Scene
!Scene
!Description
!Description
|-
|-
|10497
|10497
|0x2901
|0x2901
|SE_NUM_EV_S08_STANDUP
|D28P44A
|D28P44A
|m25a0302
|m25a0302
Line 5,691: Line 5,594:
|10498
|10498
|0x2902
|0x2902
|SE_NUM_EV_S08_VITALITY
|None
|None
|None
|None
|Distinctive activation(?) noise. Might be unused.
|Distinctive activation(?) noise. Appears to be unused.
|-
|-
|10499
|10499
|0x2903
|0x2903
|SE_NUM_EV_S08_CROSSATTACK
|D46P31A
|D46P31A
|n08a0808
|n08a0808
Line 5,703: Line 5,608:
|10500
|10500
|0x2904
|0x2904
|SE_NUM_EV_S08_BEAT
|P23P02A
|P23P02A
|n08a1408
|n08a1408
Line 5,709: Line 5,615:
|10501
|10501
|0x2905
|0x2905
|SE_NUM_EV_S08_FORWARD_01
|P24P01A
|P24P01A
|n08a2908
|n08a2908
Line 5,715: Line 5,622:
|10502
|10502
|0x2906
|0x2906
|SE_NUM_EV_S08_FORWARD_02
|D51P11A
|D51P11A
|n08a2908
|n08a2908
Line 5,721: Line 5,629:
|10503
|10503
|0x2907
|0x2907
|SE_NUM_EV_S08_SNOWATTACK
|D51P11A
|D51P11A
|n08a2908
|n08a2908
Line 5,730: Line 5,639:
!ID
!ID
!ID Hex
!ID Hex
!Internal Name
!Map
!Map
!Acting Scene
!Scene
!Description
!Description
|-
|-
|10753
|10753
|0x2A01
|0x2A01
|SE_NUM_EV_S09_BLOCKICE_LP
|None
|None
|None
|None
|(Loop) Earthquake/rumbling sound. Might be unused.
|(Loop) Earthquake/rumbling sound, presumably related to the block of ice that hits Dusknoir. Appears to be unused.
|-
|-
|10754
|10754
|0x2A02
|0x2A02
|SE_NUM_EV_S09_CRACKFLASH
|D51P41A
|D51P41A
|n08a2908
|n08a2908
Line 5,748: Line 5,660:
|10755
|10755
|0x2A03
|0x2A03
|SE_NUM_EV_S09_BLOCKFALL
|D51P41A
|D51P41A
|n09a0501
|n09a0501
Line 5,754: Line 5,667:
|10756
|10756
|0x2A04
|0x2A04
|SE_NUM_EV_S09_ONIGORI
|D51P41A
|D51P41A
|n09a0501
|n09a0501
Line 5,760: Line 5,674:
|10757
|10757
|0x2A05
|0x2A05
|SE_NUM_EV_S09_MAMMU_01
|D51P41A
|D51P41A
|n09a0501
|n09a0501
Line 5,766: Line 5,681:
|10758
|10758
|0x2A06
|0x2A06
|SE_NUM_EV_S09_MAMMU_02
|D51P41A
|D51P41A
|n09a0501
|n09a0501
Line 5,772: Line 5,688:
|10759
|10759
|0x2A07
|0x2A07
|SE_NUM_EV_S09_ELECTRIC_01_LP
|V38P03A
|V38P03A
|n09a0904
|n09a0904
Line 5,778: Line 5,695:
|10760
|10760
|0x2A08
|0x2A08
|SE_NUM_EV_S09_ELECTRIC_02_LP
|None
|None
|None
|None
|(Loop) Similar electricity sound to #10759. Might be unused.
|(Loop) Similar electricity sound to #10759. Appears to be unused.
|-
|-
|10761
|10761
|0x2A09
|0x2A09
|SE_NUM_EV_S09_ELECTRIC_03
|D52P11A
|D52P11A
|n09a0905
|n09a0905
Line 5,790: Line 5,709:
|10762
|10762
|0x2A0A
|0x2A0A
|SE_NUM_EV_S09_ELECTRIC_04_LP
|D52P11A
|D52P11A
|n09a0907
|n09a0907
Line 5,796: Line 5,716:
|10763
|10763
|0x2A0B
|0x2A0B
|SE_NUM_EV_S09_ELECTRIC_05
|V38P03A
|V38P03A
|n09a0906
|n09a0906
Line 5,802: Line 5,723:
|10764
|10764
|0x2A0C
|0x2A0C
|SE_NUM_EV_S09_HEART
|D52P32A
|D52P32A
|n09a1203
|n09a1203
Line 5,808: Line 5,730:
|10765
|10765
|0x2A0D
|0x2A0D
|SE_NUM_EV_S09_JP_ELECT_01
|D52P32A
|D52P32A
|n09a1203
|n09a1203
Line 5,814: Line 5,737:
|10766
|10766
|0x2A0E
|0x2A0E
|SE_NUM_EV_S09_JP_ELECT_02_LP
|None
|None
|None
|None
Line 5,820: Line 5,744:
|10767
|10767
|0x2A0F
|0x2A0F
|SE_NUM_EV_S09_JP_ELECT_03_LP
|D52P32A
|D52P32A
|n09a1203
|n09a1203
Line 5,829: Line 5,754:
!ID
!ID
!ID Hex
!ID Hex
!Internal Name
!Map
!Map
!Acting Scene
!Scene
!Description
!Description
|-
|-
|11009
|11009
|0x2B01
|0x2B01
|SE_NUM_EV_S30_GAYA_01_LP
|None
|None
|None
|None
|Weird yapping sound. Might be unused.
|(Loop) Weird yapping sound. Appears to be unused, and the loop is somewhat unpolished.
|-
|-
|11010
|11010
|0x2B02
|0x2B02
|SE_NUM_EV_S30_MASKIPPA_01_3
|D73P25A
|D73P25A
|s31a2001
|s31a2001
Line 5,847: Line 5,775:
|11011
|11011
|0x2B03
|0x2B03
|SE_NUM_EV_S30_BETOBETA_01
|D73P41A
|D73P41A
|s31a3401
|s31a3401
Line 5,853: Line 5,782:
|11012
|11012
|0x2B04
|0x2B04
|SE_NUM_EV_S30_BETOBETA_02_2
|D73P41A
|D73P41A
|s31a3401
|s31a3401
Line 5,859: Line 5,789:
|11013
|11013
|0x2B05
|0x2B05
|SE_NUM_EV_S30_BETOBETA_THREAT_2
|D73P41A
|D73P41A
|s31a3401
|s31a3401
Line 5,865: Line 5,796:
|11014
|11014
|0x2B06
|0x2B06
|SE_NUM_EV_S30_SYAYMIN_01
|D73P41A
|D73P41A
|s31a3701
|s31a3701
Line 5,871: Line 5,803:
|11015
|11015
|0x2B07
|0x2B07
|SE_NUM_EV_S30_SYAYMIN_02
|D73P41A
|D73P41A
|s31a3701
|s31a3701
Line 5,877: Line 5,810:
|11016
|11016
|0x2B08
|0x2B08
|SE_NUM_EV_S30_SYAYMIN_03
|D73P41A
|D73P41A
|s31a3701
|s31a3701
Line 5,883: Line 5,817:
|11017
|11017
|0x2B09
|0x2B09
|SE_NUM_EV_S30_SYAYMIN_TOP
|V37P02A
|V37P02A
|s31a3702
|s31a3702
Line 5,889: Line 5,824:
|11018
|11018
|0x2B0A
|0x2B0A
|SE_NUM_EV_S30_SYAYMIN_CHANGE
|D73P31A
|D73P31A
|s31a3705
|s31a3705
Line 5,895: Line 5,831:
|11019
|11019
|0x2B0B
|0x2B0B
|SE_NUM_EV_S30_SYAYMIN_FRY
|V37P03A
|V37P03A
|s31a3706
|s31a3706
Line 5,901: Line 5,838:
|11020
|11020
|0x2B0C
|0x2B0C
|SE_NUM_EV_S30_TUBO
|None
|None
|None
|None
|Blip? Might be unused.
|Blip? Appears to be unused.
|-
|-
|11021
|11021
|0x2B0D
|0x2B0D
|SE_NUM_EV_S30_BOXOPEN
|D73P25A
|D73P25A
|enter11
|enter11
Line 5,913: Line 5,852:
|11022
|11022
|0x2B0E
|0x2B0E
|SE_NUM_EV_S30_TOPCUT
|V37P03A
|V37P03A
|s32a0201
|s32a0201
Line 5,919: Line 5,859:
|11023
|11023
|0x2B0F
|0x2B0F
|SE_NUM_EV_S30_ROLLONG_2
|P01P04A
|P01P04A
|s30a0202
|s30a0202
Line 5,925: Line 5,866:
|11024
|11024
|0x2B10
|0x2B10
|SE_NUM_EV_S30_REGRET
|P01P04A
|P01P04A
|s30a0202
|s30a0202
Line 5,931: Line 5,873:
|11025
|11025
|0x2B11
|0x2B11
|SE_NUM_EV_S30_BOW
|P01P04A
|P01P04A
|s30a0202
|s30a0202
Line 5,937: Line 5,880:
|11026
|11026
|0x2B12
|0x2B12
|SE_NUM_EV_S30_RECYCLE_01
|S14P01A
|S14P01A
|s30a0303
|s30a0303
|Something related to Project P?
|Poof! Item and Dungeon graphic appears in Project P explanation cutscene.
|-
|-
|11027
|11027
|0x2B13
|0x2B13
|SE_NUM_EV_S30_RECYCLE_02
|S14P01A
|S14P01A
|s30a0303
|s30a0303
|Another Project P sound.
|Pointing arrow graphic appears in Project P cutscene.
|-
|-
|11028
|11028
|0x2B14
|0x2B14
|SE_NUM_EV_S30_RECYCLE_03
|S14P01A
|S14P01A
|s30a0303
|s30a0303
|Project P sound 3.
|Poof followed by shiny mystical sound, open treasure chest graphic appears in Project P cutscene.
|}
|}


Line 5,958: Line 5,904:
!ID
!ID
!ID Hex
!ID Hex
!Internal Name
!Map
!Map
!Acting Scene
!Scene
!Description
!Description
|-
|-
|11265
|11265
|0x2C01
|0x2C01
|SE_NUM_ETC01_HADO_01_LP
|None
|None
|None
|None
|(Loop) Repeating whooshing wind sound. Might be unused.
|(Loop) Repeating whooshing wind sound. Appears to be unused.
|-
|-
|11266
|11266
|0x2C02
|0x2C02
|SE_NUM_ETC01_HADO_02
|S02P01A
|S02P01A
|m00a01a
|m00a01a
Line 5,976: Line 5,925:
|11267
|11267
|0x2C03
|0x2C03
|SE_NUM_ETC01_SHAKE
|P01P04A
|P01P04A
|s30a0701
|s30a0701
Line 5,982: Line 5,932:
|11268
|11268
|0x2C04
|0x2C04
|SE_NUM_ETC01_GAME_EFFCT_01
|None
|None
|None
|None
|Ba-dum!
|Ba-dum! Footprints are shown during Sentry Duty.
|-
|-
|11269
|11269
|0x2C05
|0x2C05
|SE_NUM_ETC01_GAME_EFFCT_02
|None
|None
|None
|None
|Boing!
|Boing! Character sprites pop up as a hint during Sentry Duty.
|-
|-
|11270
|11270
|0x2C06
|0x2C06
|SE_NUM_ETC01_GAME_HINT
|None
|None
|None
|None
|Exclamation mark?
|Exclamation; the player receives a text hint during Sentry Duty.
|-
|-
|11271
|11271
|0x2C07
|0x2C07
|SE_NUM_ETC01_GAME_OUT
|None
|None
|None
|None
|Sounds like failure.
|Sounds like failure; the player fails to identify one of the visitors during Sentry Duty.
|-
|-
|11272
|11272
|0x2C08
|0x2C08
|SE_NUM_ETC01_GAME_FAIL
|None
|None
|None
|None
|Click.
|Click; the partner corrects wrong Sentry Duty answer.
|-
|-
|11273
|11273
|0x2C09
|0x2C09
|SE_NUM_ETC01_GAME_END
|None
|None
|None
|None
Line 6,018: Line 5,974:
|11274
|11274
|0x2C0A
|0x2C0A
|SE_NUM_ETC01_OOATARI
|P01P04A
|P01P04A
|s30a0601
|s30a0601
Line 6,024: Line 5,981:
|11275
|11275
|0x2C0B
|0x2C0B
|SE_NUM_ETC01_PIII
|P01P04A
|P01P04A
|s30a0601
|s30a0601
|Ludicolo/Big win whistle.
|Ludicolo/Big win whistle.
|-
|}
|}


Line 6,034: Line 5,991:
!ID
!ID
!ID Hex
!ID Hex
!Internal Name
!Map
!Map
!Acting Scene
!Scene
!Description
!Description
|-
|-
|11521
|11521
|0x2D01
|0x2D01
|SE_NUM_EV_S09_JP_ELECT_04_LP
|D52P32A
|D52P32A
|n09a1207
|n09a1207
Line 6,046: Line 6,005:
|11522
|11522
|0x2D02
|0x2D02
|SE_NUM_EV_S09_JP_ELECT_05_LP
|D52P32A
|D52P32A
|n09a1207
|n09a1207
Line 6,052: Line 6,012:
|11523
|11523
|0x2D03
|0x2D03
|SE_NUM_EV_S09_JP_ELECT_06_LP
|D52P32A
|D52P32A
|n09a1207
|n09a1207
Line 6,058: Line 6,019:
|11524
|11524
|0x2D04
|0x2D04
|SE_NUM_EV_S09_JP_ELECT_07
|D52P32A
|D52P32A
|n09a1207
|n09a1207
Line 6,064: Line 6,026:
|11525
|11525
|0x2D05
|0x2D05
|SE_NUM_EV_S09_JP_ELECT_08
|D52P32A
|D52P32A
|n09a1207
|n09a1207
Line 6,070: Line 6,033:
|11526
|11526
|0x2D06
|0x2D06
|SE_NUM_EV_S09_LANDING
|D52P32A
|D52P32A
|n09a1207
|n09a1207
Line 6,076: Line 6,040:
|11527
|11527
|0x2D07
|0x2D07
|SE_NUM_EV_S09_COMEOUT
|D52P32A
|D52P32A
|n09a1207
|n09a1207
Line 6,082: Line 6,047:
|11528
|11528
|0x2D08
|0x2D08
|SE_NUM_EV_S09_HIGHTONE_LP
|D52P32A
|D52P32A
|n09a1207
|n09a1207
Line 6,088: Line 6,054:
|11529
|11529
|0x2D09
|0x2D09
|SE_NUM_EV_S09_AUROEA
|D52P32A
|D52P32A
|n09a1207
|n09a1207
Line 6,094: Line 6,061:
|11530
|11530
|0x2D0A
|0x2D0A
|SE_NUM_EV_S09_WIND_LP
|D52P32A
|D52P32A
|n09a1207
|n09a1207
Line 6,100: Line 6,068:
|11531
|11531
|0x2D0B
|0x2D0B
|SE_NUM_EV_S09_BIND_LP
|None
|None
|None
|None
|(Loop) Odd sound. Might be unused.
|(Loop) Odd PSG sound. Appears to be unused.
|-
|-
|11532
|11532
|0x2D0C
|0x2D0C
|SE_NUM_EV_S09_D_EFFECT_01
|D52P32A
|D52P32A
|n09a1207
|n09a1207
Line 6,112: Line 6,082:
|11533
|11533
|0x2D0D
|0x2D0D
|SE_NUM_EV_S09_HIGHWIND_LP
|D53P41A
|D53P41A
|n09a2101
|n09a2101
Line 6,118: Line 6,089:
|11534
|11534
|0x2D0E
|0x2D0E
|SE_NUM_EV_S09_ALLEFFECT_01
|D53P41A
|D53P41A
|n09a2101
|n09a2101
Line 6,124: Line 6,096:
|11535
|11535
|0x2D0F
|0x2D0F
|SE_NUM_EV_S09_LIGHTEFFECT_01
|None
|None
|None
|None
|Light sound? Might be unused.
|Light sound? Appears to be unused.
|-
|-
|11536
|11536
|0x2D10
|0x2D10
|SE_NUM_EV_S09_ALLEFFECT_02_LP
|D53P41B
|D53P41B
|n09a2201
|n09a2201
Line 6,136: Line 6,110:
|11537
|11537
|0x2D11
|0x2D11
|SE_NUM_EV_S09_D_EFFECT_02
|D53P41C
|D53P41C
|n09a2208
|n09a2208
Line 6,142: Line 6,117:
|11538
|11538
|0x2D12
|0x2D12
|SE_NUM_EV_S09_GREEN
|V38P10A
|V38P10A
|n09a2209
|n09a2209
Line 6,148: Line 6,124:
|11539
|11539
|0x2D13
|0x2D13
|SE_NUM_EV_S09_WHITEOUT
|V38P11A
|V38P11A
|n09a2210
|n09a2210
Line 6,154: Line 6,131:
|11540
|11540
|0x2D14
|0x2D14
|SE_NUM_EV_S09_D_EFFECT_03
|D53P41C
|D53P41C
|n09a2208
|n09a2208
Line 6,163: Line 6,141:
!ID
!ID
!ID Hex
!ID Hex
!Internal Name
!Map
!Map
!Acting Scene
!Scene
!Description
!Description
|-
|16128
|0x3F00
|N/A
|None
|None
|Silence. Commonly paired with moves or Pokémon/move combinations to prevent secondary (MOTION_ANIM) sounds from playing.
|-
|-
|16129
|16129
|0x3F01
|0x3F01
|SE_NUM_SYS_01
|None
|None
|None
|None
|
|Moving the cursor in menus.
|-
|-
|16130
|16130
|0x3F02
|0x3F02
|SE_NUM_SYS_02
|D06P11A
|D06P11A
|enter05
|enter05
|Also used when saving?
|Selecting an option in menus. Also used when saving?
|-
|-
|16131
|16131
|0x3F03
|0x3F03
|SE_NUM_SYS_03
|None
|None
|None
|None
|
|Exiting a menu, or an invalid choice.
|-
|-
|16132
|16132
|0x3F04
|0x3F04
|SE_NUM_SYS_04
|None
|None
|None
|None
|
|Opening a menu or moving through menu pages, e.g. the Job List or Adventure Log.
|-
|-
|16133
|16133
|0x3F05
|0x3F05
|SE_NUM_SYS_05
|None
|None
|None
|None
|
|Dialogue sound.
|-
|-
|16134
|16134
|0x3F06
|0x3F06
|SE_NUM_SYS_06
|None
|None
|None
|None
|
|Sorting the Treasure Bag or Kangaskhan Storage.
|-
|-
|16135
|16135
|0x3F07
|0x3F07
|SE_NUM_SYS_07
|None
|None
|None
|None
|
|Choosing a Set Move, switching IQ Skills.
|-
|-
|16136
|16136
|0x3F08
|0x3F08
|SE_NUM_SYS_08
|None
|None
|None
|None
Line 6,217: Line 6,211:
|16137
|16137
|0x3F09
|0x3F09
|SE_NUM_SYS_09
|None
|None
|None
|None
Line 6,223: Line 6,218:
|16138
|16138
|0x3F0A
|0x3F0A
|SE_NUM_SYS_10
|None
|None
|None
|None
Line 6,229: Line 6,225:
|16139
|16139
|0x3F0B
|0x3F0B
|SE_NUM_SYS_PEN_01
|None
|None
|None
|None
|
|Selecting a space to move towards while inside a dungeon by using the touch screen.
|}
|}
==Internal Names==
<pre style='white-space: pre-wrap; overflow: auto; width: 700px; height: 700px'>
The following internal names follow the order they were found in inside their respective files, which does not match the ID order.
System SE
se_sys.sed, inside the SOUND/SYSTEM folder.
SE_NUM_SYS_01
SE_NUM_SYS_10
SE_NUM_SYS_02
SE_NUM_SYS_03
SE_NUM_SYS_04
SE_NUM_SYS_05
SE_NUM_SYS_06
SE_NUM_SYS_07
SE_NUM_SYS_08
SE_NUM_SYS_09
SE_NUM_SYS_PEN_01
The following sound effects are all found inside the SOUND/SE folder.
Motion SE
motion.sed
SE_NUM_EFF_MIDDLE_DAMAGE
SE_NUM_EFF_PAIN_2
SE_NUM_MOTION_ANIM_2
SE_NUM_MOTION_ANIM_8
SE_NUM_MOTION_ANIM_9
SE_NUM_EFF_INVOKE
SE_NUM_MOTION_SWITCH
SE_NUM_MOTION_ANIM_10
SE_NUM_MOTION_ANIM_11
SE_NUM_MOTION_ANIM_12
SE_NUM_EFF_EXTRA_LARGE_DAMAGE
SE_NUM_MOTION_ANIM_4_1
SE_NUM_MOTION_ANIM_4_2
SE_NUM_MOTION_ANIM_4_3
SE_NUM_MOTION_ANIM_4_4
SE_NUM_MOTION_ANIM_4_5
SE_NUM_EFF_SMALL_SMALL
SE_NUM_MOTION_ANIM_4_6
SE_NUM_MOTION_ANIM_4_7
SE_NUM_MOTION_ANIM_4_9
SE_NUM_EFF_INVOKE_1
SE_NUM_EFF_INVOKE_2
SE_NUM_EFF_LARGE_DAMAGE
SE_MOTION_SED_DUMMY
SE_NUM_MOTION_ANIM_4_10
SE_NUM_MOTION_ANIM_4_11
SE_NUM_MOTION_ANIM_4_12
SE_NUM_MOTION_ANIM_4_13
SE_NUM_MOTION_ANIM_4_14
Motion Sub SE
motion_s.sed
SE_NUM_MOTION_MONEY
SE_NUM_MOTION_THROW
SE_NUM_EFF_EAT_FRUIT
SE_NUM_MOTION_ITEM_2
SE_MOTION_SUB_SED_DUMMY
SE_NUM_EFF_FLOWER_UP
SE_NUM_MOTION_EAT
SE_NUM_MOTION_STAIRS_UP
SE_NUM_MOTION_HUNGRY
SE_NUM_EFF_HITPOINT_RECOVER
SE_NUM_EFF_CRY
SE_NUM_MOTION_ITEM_03
SE_NUM_EFF_GRUDGEN
SE_NUM_EFF_SOLAR_1
SE_NUM_MOTION_MISS_ENEMY
SE_NUM_TRAP_TUMBLE
SE_NUM_MOTION_ITEM
SE_NUM_MOTION_TAIATARI
SE_NUM_EFF_SAIKE_BG
SE_NUM_MOTION_THROW_02
SE_NUM_MOTION_THROW_03
SE_NUM_EFF_EAT_FOOD
SE_NUM_SYS_WAZA
SE_NUM_MOTION_BREAK
SE_NUM_EFF_EAT_GUMI
SE_NUM_MOTION_MISS_PLAYER
SE_NUM_MOTION_STAIRS_DOWN
SE_NUM_EFF_DRINK
SE_NUM_MOTION_QUACK
Stats SE
state.sed
SE_NUM_EFF_AT_UP
SE_NUM_EFF_ATSPEED_DOWN
SE_NUM_STATE_DRY_UP
SE_NUM_EFF_THUNDER_3
SE_NUM_EFF_BOMB_2
SE_NUM_EFF_SPDEFE_UP
SE_NUM_EFF_ICE_ON
SE_NUM_EFF_HITS_DOWN
SE_NUM_EFF_SPAT_DOWN
SE_NUM_STATE_LV_DOWN
SE_NUM_STATE_JUMP
SE_NUM_STATE_PULL
SE_NUM_EFF_DEFENCE_UP
SE_NUM_EFF_JIGOKUMIMI
SE_NUM_EFF_USE_KEY_AFTER
SE_NUM_EFF_SPEED_DOWN
SE_NUM_EFF_ATSPEED_UP
SE_NUM_EFF_MUD_TRAP_2
SE_NUM_EFF_TRICK_DOWN
SE_NUM_EFF_PARRIZE
SE_NUM_STATE_QUAKE
SE_STATE_SED_DUMMY
SE_NUM_STATE_QUESTION
SE_NUM_STATE_STIFF
SE_NUM_EFF_AT_DOWN
SE_NUM_EFF_USE_KEY
SE_NUM_STATE_SWING
SE_NUM_EFF_SPAT_UP
SE_NUM_EFF_HITS_UP
SE_NUM_EFF_SMOKE_11
SE_NUM_EFF_USE_MACHINE
SE_NUM_STATE_THROW
SE_NUM_EFF_SPDEFE_DOWN
SE_NUM_STATE_INVISIBLE
SE_NUM_EFF_SENRIGAN
SE_NUM_STATE_BLIND_EYE
SE_NUM_EFF_USE_SECRET_MACHINE
SE_NUM_EFF_EXCLAMATION2
SE_NUM_EFF_SPEED_UP
SE_NUM_EFF_TRICK_UP
SE_NUM_EFF_DEFENCE_DOWN
SE_NUM_STATE_REVIVE
Trap SE
trap.sed
SE_NUM_TRAP_SEAL
SE_NUM_TRAP_SCISSOR
SE_NUM_TRAP_HOLE
SE_NUM_TRAP_MINE
SE_NUM_MOTION_DOOR_GENERAL
SE_NUM_TRAP_BETOBETA
SE_NUM_EFF_CALL_TRAP
SE_NUM_EFF_WIND_TRAP
SE_NUM_TRAP_ALARM
SE_TRAP_SED_DUMMY
SE_NUM_TRAP_SLEEP
SE_NUM_MOTION_WIND_LARGE
SE_NUM_MOTION_WAVE_LARGE
SE_NUM_EFF_MUD_TRAP_1
SE_NUM_EFF_MALON_TRAP
SE_NUM_EFF_SLEEP_TRAP
SE_NUM_WEATHER_CLOUDY
SE_NUM_TRAP_TURNTABLE
SE_NUM_WEATHER_FOG
SE_NUM_EFF_BOMB
SE_NUM_TRAP_SUMMON
SE_NUM_EFF_TURN
SE_NUM_EFF_BIG_BOMB
SE_NUM_MOTION_DOOR_BIG
SE_NUM_EFF_POISON_NEEDLE_TRAP
SE_NUM_EFF_MUD_TRAP
Move1 SE
waza1.sed
SE_NUM_EFF_STAFF_BULLET
SE_NUM_EFF_SAND_HELL
SE_NUM_EFF_SUPUNMAGE
SE_NUM_EFF_FIRE_3
SE_NUM_EFF_FIRE_4
SE_NUM_EFF_DETECT
SE_NUM_EFF_FIRE_5
SE_NUM_EFF_SAIMIN
SE_NUM_EFF_STAFF_BULLET2
SE_NUM_EFF_GIGA_DRAIN
SE_NUM_EFF_RASTAPARGE
SE_NUM_EFF_GYROBALL_1
SE_NUM_EFF_LIGHT_WALL
SE_NUM_EFF_BUREIBUBIRD_BG
SE_NUM_EFF_FIRE_DAMEGE
SE_NUM_EFF_PAIN
SE_NUM_EFF_SUKETTI
SE_NUM_EFF_DAICHINOCHIKARA
SE_NUM_EFF_RASTERKANON
SE_NUM_EFF_JIWARE_0
SE_NUM_EFF_JIWARE_2
SE_NUM_EFF_PAIN1
SE_NUM_EFF_PSYCHO_WAVE
SE_NUM_EFF_SAIKE
SE_NUM_EFF_BOOST
Move2 SE
waza2.sed
SE_NUM_EFF_ICE_BREAK
SE_NUM_EFF_WEATHER_1
SE_NUM_EFF_BRAKECROW
SE_NUM_EFF_WEATHER_2
SE_NUM_EFF_WEATHER_3
SE_NUM_EFF_WATER_BULLET
SE_NUM_EFF_SHIM_FORM
SE_NUM_EFF_BRK_STONE
SE_NUM_EFF_AURORA
SE_NUM_EFF_LEAFBLD
SE_NUM_EFF_NEOHARU
SE_NUM_EFF_WATER_WAVE
SE_NUM_EFF_FIRE_STORM
SE_NUM_EFF_WARP
SE_NUM_EFF_BARRIA_1
SE_NUM_EFF_BARRIA_4
SE_NUM_EFF_WATER_BREAK
SE_NUM_EFF_ICE_BALL
SE_NUM_EFF_TOBIGERI
SE_NUM_EFF_BULLET_1
SE_NUM_EFF_BULLET_2
SE_NUM_EFF_BIRUDOUP
SE_NUM_EFF_STRENGTH_UP
SE_NUM_EFF_HEART
SE_NUM_EFF_SMOKE_UP
Move3 SE
waza3.sed
SE_NUM_EFF_POWER
SE_WAZA_03_SED_DUMMY
SE_NUM_EFF_BOONRASH_HIT
SE_NUM_EFF_KYUUSYUU
SE_NUM_EFF_THUNDER_1
SE_NUM_EFF_DAMASI
SE_NUM_EFF_AQUA_TAIL
SE_NUM_EFF_BARRIA
SE_NUM_EFF_THUNDER_D
SE_NUM_EFF_MEISOU
SE_NUM_EFF_TWINES
SE_NUM_EFF_WEB
SE_NUM_EFF_AQUA_JET_1
SE_NUM_EFF_CYOUHATU_1
SE_NUM_EFF_DENGEKIHA_TAMA
SE_NUM_EFF_SURIKAE
SE_NUM_EFF_DUST_SHOOT_BG
SE_NUM_EFF_TUNODETUKU
SE_NUM_EFF_TOSENBO
SE_NUM_EFF_BELL
SE_NUM_EFF_DUST_SHOOT
SE_NUM_EFF_BARRIA_2
SE_NUM_EFF_SHADOW_DIVE
SE_NUM_EFF_KOWAIKAO
SE_NUM_EFF_WANA_DEL
SE_NUM_EFF_VOLTEKKA
SE_NUM_EFF_AQUA_JET
SE_NUM_EFF_WEB_2
SE_NUM_EFF_CYOUHATU
SE_NUM_EFF_TOBOE
SE_NUM_EFF_PUNCH
SE_NUM_EFF_DENGEKIHA
SE_NUM_EFF_COSMO
Move4 SE
waza4.sed
SE_WAZA_04_SED_DUMMY
SE_NUM_EFF_SIROIKIRI
SE_NUM_EFF_AQUA_RING
SE_NUM_EFF_EIGHT_WAY
SE_NUM_EFF_FUBUKI
SE_NUM_EFF_OKUTAN
SE_NUM_EFF_TOUMEI
SE_NUM_EFF_DIG
SE_NUM_EFF_AKUUSETUDAN_1
SE_NUM_EFF_FIX
SE_NUM_EFF_AYASIIKAZE
SE_NUM_EFF_AKUNOHADOU
SE_NUM_EFF_IAIGIRI
SE_NUM_EFF_FUBUKI_BRK
SE_NUM_EFF_SMOKE_7
SE_NUM_EFF_SMOKE_9
SE_NUM_EFF_STONE_3
SE_NUM_EFF_FANG
SE_NUM_EFF_ITYAMON
SE_NUM_EFF_DIVE
SE_NUM_EFF_TEXTURE
SE_NUM_EFF_SMOG
SE_NUM_EFF_STAN
SE_NUM_EFF_SMOKE_10
SE_NUM_EFF_AKUUSETUDAN
SE_NUM_EFF_AIRSLASH
SE_NUM_EFF_MISTBALL
SE_NUM_EFF_FURAFURA
SE_NUM_EFF_NAMINORI
SE_NUM_EFF_POWER_PUNCH
SE_NUM_EFF_SWEET
Move5 SE
waza5.sed
SE_NUM_EFF_BOUGYOSHIREI
SE_WAZA_05_SED_DUMMY
SE_NUM_EFF_HEART_SWAP_1
SE_NUM_EFF_DARK_HOLE
SE_NUM_EFF_HAKKEI
SE_NUM_EFF_CHARGE_BEAM_1
SE_NUM_EFF_CHARGE_BEAM_2
SE_NUM_EFF_DOROBAKUDAN_1
SE_NUM_EFF_BUREIBUBIRD_1
SE_NUM_EFF_BUREIBUBIRD_2
SE_NUM_EFF_CROSS_POISON
SE_NUM_EFF_DOUBLE_ATTACK
SE_NUM_EFF_HADOUDAN_1
SE_NUM_EFF_RASTERKANON_1
SE_NUM_EFF_DRAIN_PUNCH_1
SE_NUM_EFF_ENERGYBALL
SE_NUM_EFF_GANSEKIHOU
SE_NUM_EFF_HANEYASUME
SE_NUM_EFF_FEINT_1
SE_NUM_EFF_DENJIFUYUU
SE_NUM_EFF_HEART_SWAP
SE_NUM_EFF_CHARGE_BEAM
SE_NUM_EFF_DOROBAKUDAN
SE_NUM_EFF_HADOUDAN_BG
SE_NUM_EFF_BUREIBUBIRD
SE_NUM_EFF_STEALTH_ROCK_1
SE_NUM_EFF_GIGA_IMPACT
SE_NUM_EFF_DRAGON_DIVE
SE_NUM_EFF_HADOUDAN
SE_NUM_EFF_DAMEOSHI
SE_NUM_EFF_DRAIN_PUNCH
SE_NUM_EFF_DOKUDUKI
SE_NUM_EFF_ENERGYBALL_1
SE_NUM_EFF_ENERGYBALL_2
SE_NUM_EFF_FEINT
SE_NUM_EFF_GANSEKIHOU_1
SE_NUM_EFF_GANSEKIHOU_2
Move6 SE
waza6.sed
SE_NUM_EFF_KIRIBARAI
SE_NUM_EFF_KAIFUKUFUUJI
SE_WAZA_06_SED_DUMMY
SE_NUM_EFF_IRON_HEAD
SE_NUM_EFF_IEKI_1
SE_NUM_EFF_KIAIDAMA_1
SE_NUM_EFF_KIAIDAMA_2
SE_NUM_EFF_MIKADUKINOMAI
SE_NUM_EFF_HOUDEN
SE_NUM_EFF_IYASHINONAGAI
SE_NUM_EFF_KAGEUCHI_1
SE_NUM_EFF_KAIFUKUSHIREI
SE_NUM_EFF_JYUURYOKU
SE_NUM_EFF_KAMINARINOKIBA
SE_NUM_EFF_INFIGHT
SE_NUM_EFF_HUREADORAIBU_1
SE_NUM_EFF_HUIUCHI
SE_NUM_EFF_KIAIDAMA_BG
SE_NUM_EFF_IEKI
SE_NUM_EFF_KIAIDAMA
SE_NUM_EFF_HONOONOKIBA
SE_NUM_EFF_KAGEUCHI
SE_NUM_EFF_KIRIFUDA
SE_NUM_EFF_MIKADUKINOMAI_1
SE_NUM_EFF_HOUDEN_1
SE_NUM_EFF_IYASHINONAGAI_1
SE_NUM_EFF_IYASHINONAGAI_2
SE_NUM_EFF_GYROBALL
SE_NUM_EFF_IRON_HUMMER
SE_NUM_EFF_BARETTPANCHI
SE_NUM_EFF_KIRIBARAI_BG
SE_NUM_EFF_HUREADORAIBU
SE_NUM_EFF_HUNEN
Move7 SE
waza7.sed
SE_NUM_EFF_MIRAKURUAI_1
SE_NUM_EFF_KOORINOTUBUTE_1
SE_NUM_EFF_KOORINOTUBUTE_2
SE_NUM_EFF_MAGUNETTOBOM
SE_WAZA_07_SED_DUMMY
SE_NUM_EFF_LEAFSTOME
SE_NUM_EFF_MIRRORSHOT_1
SE_NUM_EFF_MIRRORSHOT_2
SE_NUM_EFF_NIGIRITUBUSU
SE_NUM_EFF_KOUGEKISHIREI
SE_NUM_EFF_METARUBARST_1
SE_NUM_EFF_MANETKKO_1
SE_NUM_EFF_MANETKKO_2
SE_NUM_EFF_MIRAKURUAI
SE_NUM_EFF_KOORINOTUBUTE
SE_NUM_EFF_KUSAMUSUBI
SE_NUM_EFF_MEZAMASHIBINTA
SE_NUM_EFF_NAYAMINOTANE_1
SE_NUM_EFF_MIRRORSHOT
SE_NUM_EFF_LEAFSTOME_1
SE_NUM_EFF_LEAFSTOME_2
SE_NUM_EFF_KOORINOKIBA
SE_NUM_EFF_MAGUMASTOME
SE_NUM_EFF_METARUBARST
SE_NUM_EFF_MOROHANOZUTUKI
SE_NUM_EFF_MANETKKO
SE_NUM_EFF_MUSHIKUI
SE_NUM_EFF_MUSHINOSAZAMEKI
SE_NUM_EFF_NAYAMINOTANE
SE_NUM_EFF_LEAFSTOME_BG
Move8 SE
waza8.sed
SE_NUM_EFF_ROKKURAIMU_1
SE_NUM_EFF_PSYCHO_CUTTER_1
SE_NUM_EFF_SASHIOSAE
SE_WAZA_08_SED_DUMMY
SE_NUM_EFF_OIKAZE_BG
SE_NUM_EFF_SHINKUUHA
SE_NUM_EFF_OIKAZE
SE_NUM_EFF_POWERWIPP
SE_NUM_EFF_SHINENNOZUTUKI_1
SE_NUM_EFF_PSYCHOSHIFT_1
SE_NUM_EFF_SAKIDORI_1
SE_NUM_EFF_SAKIDORI_2
SE_NUM_EFF_RYUUNOHADOU_1
SE_NUM_EFF_POWERJEM_1
SE_NUM_EFF_POWERJEM_2
SE_NUM_EFF_SHADOWCROW
SE_NUM_EFF_POWERTRICK
SE_NUM_EFF_ROKKURAIMU
SE_NUM_EFF_PSYCHO_CUTTER
SE_NUM_EFF_SCISSOR_CROSS
SE_NUM_EFF_RYUUSEIGUN
SE_NUM_EFF_SABAKINOTUBUTE
SE_NUM_EFF_SEEDFLAR
SE_NUM_EFF_OSHABERI
SE_NUM_EFF_SHINENNOZUTUKI
SE_NUM_EFF_PSYCHOSHIFT
SE_NUM_EFF_SAKIDORI
SE_NUM_EFF_SHIBORITORU
SE_NUM_EFF_RYUUNOHADOU
SE_NUM_EFF_POWERJEM
SE_NUM_EFF_POWERSUWAPP
SE_NUM_EFF_ROKKATTO
Move9 SE
waza9.sed
SE_NUM_EFF_BLACK_FOG
SE_WAZA_09_SED_DUMMY
SE_NUM_EFF_BLASTBURN
SE_NUM_EFF_TANEBAKUDAN_1
SE_NUM_EFF_TOKINOHOUKOU
SE_NUM_EFF_BAKAJIKARA
SE_NUM_EFF_BAKURETUPANCH
SE_NUM_EFF_TONBOGAERI
SE_NUM_EFF_YUKINADARE
SE_NUM_EFF_WARUDAKUMI
SE_NUM_EFF_STONE_EDGE
SE_NUM_EFF_ANGEL_KISS
SE_NUM_EFF_BIND_STONE
SE_NUM_EFF_SHIPPEGAESHI_1
SE_NUM_EFF_TUIBAMU
SE_NUM_EFF_TANEBAKUDAN
SE_NUM_EFF_BITE
SE_NUM_EFF_AIR_CUT
SE_NUM_EFF_TUBOWOTUKU
SE_NUM_EFF_SHIZENNOMEGUMI
SE_NUM_EFF_YUUWAKU
SE_NUM_EFF_TOKINOHOUKOU_1
SE_NUM_EFF_BARRIA_3
SE_NUM_EFF_WOODHUNMMER
SE_NUM_EFF_TUJIGIRI
SE_NUM_EFF_TOTTEOKI
SE_NUM_EFF_SHIOMIZU
SE_NUM_EFF_BELLY
SE_NUM_EFF_SHIPPEGAESHI
SE_NUM_EFF_TONBOGAERI_1
SE_NUM_EFF_TONBOGAERI_2
Move10 SE
waza10.sed
SE_WAZA_10_SED_DUMMY
SE_NUM_EFF_DOROASOBI
SE_NUM_EFF_BUBLE_BRK
SE_NUM_EFF_ENCORE
SE_NUM_EFF_CORNER
SE_NUM_EFF_EGG
SE_NUM_EFF_DORIRU
SE_NUM_EFF_BREIZEKICK
SE_NUM_EFF_DRY
SE_NUM_EFF_DOKUNOKONA
SE_NUM_EFF_DEATH_SONG
SE_NUM_EFF_CLOSS_CHOP
SE_NUM_EFF_CALL
SE_NUM_EFF_DANCING_FLOWER
SE_NUM_EFF_CHEW
SE_NUM_EFF_CHOP
SE_NUM_EFF_DOROASOBI_1
SE_NUM_EFF_DOROASOBI_2
SE_NUM_EFF_BURN
SE_NUM_EFF_DEEP_GRUDGE
SE_NUM_EFF_DETECT_2
SE_NUM_EFF_ENCORE_2
SE_NUM_EFF_BULLET_3
SE_NUM_EFF_BULLET_4
SE_NUM_EFF_BULLET_5
SE_NUM_EFF_BULLET_6
SE_NUM_EFF_DRESSING
SE_NUM_EFF_DENZIHOU
SE_NUM_EFF_BUBLE
SE_NUM_EFF_DAKURYUU
Move11 SE
waza11.sed
SE_NUM_EFF_GINIRONOKAZE
SE_WAZA_11_SED_DUMMY
SE_NUM_EFF_INSTIGATE
SE_NUM_EFF_HEDORO_AT
SE_NUM_EFF_HEDOROBAKUDAN
SE_NUM_EFF_HATUGA
SE_NUM_EFF_HASAMU
SE_NUM_EFF_FLASHU
SE_NUM_EFF_HAMETUNONEGAI
SE_NUM_EFF_KINZOKUON
SE_NUM_EFF_HUMMER
SE_NUM_EFF_HASAMIGIROTIN
SE_NUM_EFF_FIRE_3_BULLET
SE_NUM_EFF_GODBARD
SE_NUM_EFF_HISSATUMAE
SE_NUM_EFF_FIRE_3_HIT
SE_NUM_EFF_ICE_OBJ
SE_NUM_EFF_KAIFUKU
SE_NUM_EFF_HITKAKU
SE_NUM_EFF_GURAD_S
SE_NUM_EFF_KISS
SE_NUM_EFF_HAKIDASU
SE_NUM_EFF_HATAKIOTOSU
SE_NUM_EFF_JIKOANJI
SE_NUM_EFF_FEATHERDANCE
SE_NUM_EFF_HYPER_VOICE
SE_NUM_EFF_HOTARUBI
SE_NUM_EFF_GENSI_POWER
SE_NUM_EFF_KIRISAKU
SE_NUM_EFF_FLOWER_DOWN
SE_NUM_EFF_FUMITUKE
Move12 SE
waza12.sed
SE_NUM_EFF_KUSUGURU
SE_NUM_EFF_NEEDLEARM
SE_NUM_EFF_MAGICAL_LEEF_BULLET
SE_WAZA_12_SED_DUMMY
SE_NUM_EFF_NEGAIGOTO
SE_NUM_EFF_NEOHARU_1
SE_NUM_EFF_MOONLIGHT
SE_NUM_EFF_MIDARE
SE_NUM_EFF_MIZUASOBI
SE_NUM_EFF_KOUGOUSEI
SE_NUM_EFF_LOOK_TRAP
SE_NUM_EFF_MAMORU
SE_NUM_EFF_KUROIMANAZASI
SE_NUM_EFF_NEMURIGONA
SE_NUM_EFF_LEEF_CUTER
SE_NUM_EFF_MIRACULOUS
SE_NUM_EFF_MARUKUNARU
SE_NUM_EFF_KUSABUE
SE_NUM_EFF_MINEUTI
SE_NUM_EFF_MILK
SE_NUM_EFF_KONOYUBITOMARE
SE_NUM_EFF_M_POWER
SE_NUM_EFF_MEGAKICK
SE_NUM_EFF_KOGOERUKAZE
SE_NUM_EFF_NEKONOTE
SE_NUM_EFF_MAGICAL_LEEF
SE_NUM_EFF_KOMELTUTOPANCHI
SE_NUM_EFF_MITIZURE
Move 13 SE
waza13.sed
SE_NUM_EFF_NIGHTHEAD
SE_NUM_EFF_NEPUU
SE_NUM_EFF_SHELL_PLACES
SE_WAZA_13_SED_DUMMY
SE_NUM_EFF_NIGHTMARE
SE_NUM_EFF_ROCKBLAST
SE_NUM_EFF_SAINT_FIRE_D
SE_NUM_EFF_SIOFUKI_DOWN
SE_NUM_EFF_SECRET_POWER
SE_NUM_EFF_NOROI1
SE_NUM_EFF_SAWAGU
SE_NUM_EFF_OVER_2
SE_NUM_EFF_SIGNALBEAM
SE_NUM_EFF_SINKUU
SE_NUM_EFF_SIBIREGONA
SE_NUM_EFF_SHADOWBOAL
SE_NUM_EFF_PAPPACUTER
SE_NUM_EFF_REBENJI
SE_NUM_EFF_SAINT_FIRE
SE_NUM_EFF_PATIENT
SE_NUM_EFF_SIOFUKI_UP
SE_NUM_EFF_SING
SE_NUM_EFF_OVER
SE_NUM_EFF_NOMIKOMU
SE_NUM_EFF_RYUNOMAI
SE_NUM_EFF_QUESTION
SE_NUM_EFF_RAY_1
SE_NUM_EFF_NOISE
SE_NUM_EFF_PIYOPIYO
SE_NUM_EFF_NOROI
Move 14 SE
waza14.sed
SE_WAZA_14_SED_DUMMY
SE_NUM_EFF_SUKAIAPPA
SE_NUM_EFF_TAKUWAERU
SE_NUM_EFF_THREE_WAY
SE_NUM_EFF_STARES
SE_NUM_EFF_SUCKING_BLOOD
SE_NUM_EFF_TAKINOBORI
SE_NUM_EFF_SONICKBOOM
SE_NUM_EFF_SUN
SE_NUM_EFF_SMALL_BOMB
SE_NUM_EFF_SMALL_FIRE_DAMAGE
SE_NUM_EFF_SURPRISE_2
SE_NUM_EFF_SMOKE_4
SE_NUM_EFF_SMOKE_8
SE_NUM_EFF_STONE_1
SE_NUM_EFF_SURELY_HIT
SE_NUM_EFF_SNOW
SE_NUM_EFF_TANE_BULLET
SE_NUM_EFF_SUNAKAKE
SE_NUM_EFF_TEDASUKE
SE_NUM_EFF_TEXTURE2
SE_NUM_EFF_TANEMASINGAN
SE_NUM_EFF_SURPRISE
SE_NUM_EFF_SMOKE
SE_NUM_EFF_SOLAR
SE_NUM_EFF_SITADENAMERU
SE_NUM_EFF_SNORE
SE_NUM_EFF_SPORE
SE_NUM_EFF_STONE
Move15 SE
waza15.sed
SE_NUM_EFF_ENTOU
SE_WAZA_15_SED_DUMMY
SE_NUM_EFF_HIRAISINN
SE_NUM_EFF_YOUKAIEKI
SE_NUM_EFF_WATABOUSI
SE_NUM_EFF_TRYATTACK
SE_NUM_EFF_WIND_1
SE_NUM_EFF_NEGOTO
SE_NUM_EFF_POISON_BUBBLE
SE_NUM_EFF_TURARABARI
SE_NUM_EFF_TRYATTACK_HIT
SE_NUM_EFF_KAIHI_DOWN
SE_NUM_EFF_TORNADO
SE_NUM_EFF_STONE_2
SE_NUM_EFF_THUNDER
SE_NUM_EFF_YUBIWOFURU
SE_NUM_EFF_SAND
SE_NUM_EFF_RAIN
SE_NUM_EFF_TURUNOMUTI
SE_NUM_EFF_WIND
SE_NUM_EFF_YAWN
SE_NUM_EFF_TURUGINOMAI
SE_NUM_EFF_BEAUTIFUL_W
SE_NUM_EFF_ICE_1
SE_NUM_EFF_KAIHI_UP
SE_NUM_EFF_MIYABURU
SE_NUM_EFF_TSUPPARI
SE_NUM_EFF_TYAKUSUI
SE_NUM_EFF_WHIRL
SE_NUM_EFF_TOUGH
Event SE
event.sed
SE_NUM_EVENT_EFF_BOMB_LIGHT_02
SE_NUM_EVENT_EFF_BOMB_HEAVY_02
SE_NUM_EVENT_EFF_SHINKA
SE_NUM_EVENT_EFF_JIKUU_WIPE_02
SE_NUM_EVENT_EFF_BELL_01
SE_NUM_EVENT_CRISTAL
SE_NUM_EVENT_MOTION_TALE_01
SE_NUM_EVENT_EFF_WIPE_01
SE_NUM_EVENT_EFF_BOMB_LIGHT
SE_NUM_EVENT_EFF_QUAKE_LIGHT_L
SE_NUM_EVENT_MOTION_WING_01
SE_NUM_EVENT_EFF_JIKUU_MEMAI_L
SE_NUM_EVENT_EFF_BOMB_HEAVY
SE_NUM_EVENT_EFF_QUAKE_HEAVY_L
SE_NUM_EVENT_EFF_FLASH_HEAVY_02
SE_NUM_EVENT_EFF_JIKUU_WIPE
SE_NUM_EVENT_EFF_WHITEOUT_01
SE_NUM_EVENT_EFF_FLASH_LIGHT
SE_EVENT_SED_DUMMY
SE_NUM_EVENT_EFF_FLASH_HEAVY
SE_NUM_EVENT_EFF_JIKUU_MEMAI
SE_NUM_EVENT_MOTION_DAMEGE_01
SE_NUM_EVENT_MOTION_CLAP_01_L
SE_NUM_EVENT_MOTION_CLAP_02_L
SE_NUM_EVENT_EFF_FLASH_DUB
Event Sub SE
event_s.sed
SE_NUM_EVENT_SIGN_HATENA_02
SE_NUM_EVENT_SIGN_HATENA_03
SE_NUM_EVENT_SIGN_NOTICE_01
SE_NUM_EVENT_SIGN_NOTICE_02
SE_NUM_EVENT_SIGN_NOTICE_03
SE_NUM_EVENT_SIGN_NOTICE_04
SE_NUM_EVENT_SIGN_NOTICE_05
SE_NUM_EVENT_SIGN_ASE_01
SE_NUM_EVENT_MOTION_JUNP_01
SE_NUM_EVENT_MOTION_JUNP_02
SE_NUM_EVENT_MINIGAME_NG
SE_NUM_EVENT_MINIGAME_OK
SE_NUM_EVENT_SIGN_TENSION_01
SE_NUM_EVENT_OPENING_ROGO
SE_NUM_EVENT_SIGN_ANGER_01
SE_NUM_EVENT_SIGN_ANGER_02
SE_EVENT_SUB_SED_DUMMY
SE_NUM_EVENT_SIGN_SHOCK_01
SE_NUM_EVENT_SIGN_SHOCK_02
SE_NUM_EVENT_SIGN_SHOCK_03
Event Main01 SE
ev_m01.sed
SE_NUM_EVENT_MAIN03_JUPUTORU_01_L
SE_NUM_EVENT_MAIN03_KABE
SE_NUM_EVENT_MAIN03_KUUFUKU
SE_NUM_EVENT_MAIN04_DOOR
SE_NUM_EVENT_MAIN01_WARP
SE_NUM_EVENT_MAIN03_SLEEP_01
SE_NUM_EVENT_MAIN03_SLEEP_02
SE_NUM_EVENT_MAIN03_JIBACOIL
SE_NUM_EVENT_MAIN03_JUPUTORU_02
SE_NUM_EVENT_MAIN04_DIGDA
SE_NUM_EVENT_MAIN02_DOOROPEN
SE_NUM_EVENT_MAIN01_KAKERA_01
SE_NUM_EVENT_MAIN01_KAKERA_02
SE_NUM_EVENT_MAIN01_KAKERA_03
SE_NUM_EVENT_MAIN02_KNOCK
SE_NUM_EVENT_MAIN03_RINGO
SE_NUM_EVENT_MAIN03_SIREN
SE_EVENT_MAIN_01_SED_DUMMY
SE_NUM_EVENT_MAIN01_THUNDER_01
SE_NUM_EVENT_MAIN01_THUNDER_02
SE_NUM_EVENT_MAIN03_THUNDER_01
SE_NUM_EVENT_MAIN03_THUNDER_02
SE_NUM_EVENT_MAIN03_RURIRI
SE_NUM_EVENT_MAIN02_HAKO_01
SE_NUM_EVENT_MAIN02_HAKO_02
SE_NUM_EVENT_MAIN02_ZOOMUP
Event Main05 SE
ev_m05.sed
SE_NUM_EVENT_MAIN07_TREE_02
SE_NUM_EVENT_MAIN08_MARKING
SE_NUM_EVENT_MAIN05_ROLLING
SE_NUM_EVENT_MAIN09_RINGO_L
SE_NUM_EVENT_MAIN09_FLASH_01
SE_NUM_EVENT_MAIN09_FLASH_02
SE_NUM_EVENT_MAIN07_SEKAIICHI_L
SE_NUM_EVENT_MAIN06_DOKUGASU
SE_NUM_EVENT_MAIN05_TOBIKOMU
SE_NUM_EVENT_MAIN07_TREE_01_L
SE_NUM_EVENT_MAIN08_MAP_01
SE_NUM_EVENT_MAIN09_HIDERIISHI_01
SE_NUM_EVENT_MAIN09_HIDERIISHI_02
SE_NUM_EVENT_MAIN05_SPLASH
SE_NUM_EVENT_MAIN09_GAYA_L
SE_NUM_EVENT_MAIN05_SWITCH
SE_EVENT_MAIN_05_SED_DUMMY
SE_NUM_EVENT_MAIN07_GOUKUU
SE_NUM_EVENT_MAIN08_GAYA_01
SE_NUM_EVENT_MAIN05_FLY
Event Main10 SE
ev_m10.sed
SE_NUM_EVENT_MAIN10_BOMB
SE_NUM_EVENT_MAIN11_FLASH_01
SE_NUM_EVENT_MAIN12_BIKABIKA
SE_NUM_EVENT_MAIN10_DOWN
SE_NUM_EVENT_MAIN12_EFFECT_01
SE_NUM_EVENT_MAIN10_LIGHT
SE_NUM_EVENT_MAIN10_APPEAR_01
SE_NUM_EVENT_MAIN10_APPEAR_02
SE_NUM_EVENT_MAIN12_PERIPPA_02_L
SE_NUM_EVENT_MAIN11_GAYA_01_L
SE_NUM_EVENT_MAIN10_GUS_L
SE_NUM_EVENT_MAIN10_TOTSUNYUU_L
SE_NUM_EVENT_MAIN10_HOUKOU_02
SE_NUM_EVENT_MAIN10_HOUKOU_03
SE_NUM_EVENT_MAIN10_HANTOUMEI
SE_NUM_EVENT_MAIN10_BANISH
SE_NUM_EVENT_MAIN12_DENGEKI_01
SE_NUM_EVENT_MAIN12_DENGEKI_02
SE_NUM_EVENT_MAIN12_PERIPPA_01
SE_EVENT_MAIN_10_SED_DUMMY
SE_NUM_EVENT_MAIN10_ASHIOTO_01
SE_NUM_EVENT_MAIN10_ASHIOTO_02
SE_NUM_EVENT_MAIN10_ASHIOTO_03
SE_NUM_EVENT_MAIN10_HOUKOU
Event Main14 SE
ev_m14.sed
SE_NUM_EVENT_MAIN14_ELECTRIC_L
SE_NUM_EVENT_MAIN15_ELECTRIC_L
SE_NUM_EVENT_MAIN15_NENRIKI
SE_NUM_EVENT_MAIN17_ASHIOTO
SE_NUM_EVENT_MAIN17_YAMIRAMI_01
SE_NUM_EVENT_MAIN14_FALL
SE_NUM_EVENT_MAIN15_KAMAE_02
SE_NUM_EVENT_MAIN14_DIVE
SE_NUM_EVENT_MAIN15_SIREN_L
SE_NUM_EVENT_MAIN17_DOOR
SE_NUM_EVENT_MAIN15_WARP
SE_NUM_EVENT_MAIN15_SUISYOU
SE_NUM_EVENT_MAIN17_SPOT
SE_NUM_EVENT_MAIN15_KAMAE
SE_NUM_EVENT_MAIN15_BLOCK
SE_NUM_EVENT_MAIN15_GAKON
SE_NUM_EVENT_MAIN14_RYUUSA_L
SE_NUM_EVENT_MAIN17_MEKAKUSHI
SE_NUM_EVENT_MAIN14_ATTACK
SE_NUM_EVENT_MAIN14_APPEAR
SE_NUM_EVENT_MAIN17_APPEAR
SE_NUM_EVENT_MAIN17_GANKOU
SE_NUM_EVENT_MAIN17_YAMIRAMI_02_L
SE_NUM_EVENT_MAIN15_HANNOU
SE_NUM_EVENT_MAIN17_HIKARIDAMA
SE_EVENT_MAIN_14_SED_DUMMY
SE_NUM_EVENT_MAIN17_KESSYOU_L
SE_NUM_EVENT_MAIN16_HOLE_01
SE_NUM_EVENT_MAIN16_HOLE_02
SE_NUM_EVENT_MAIN16_HOLE_03
Event Main18 SE
ev_m18.sed
SE_NUM_EVENT_MAIN21_ANAHORI
SE_NUM_EVENT_MAIN18_MIKARUGE_01
SE_NUM_EVENT_MAIN18_MIKARUGE_02
SE_NUM_EVENT_MAIN18_MIKARUGE_03
SE_NUM_EVENT_MAIN18_MIKARUGE_04
SE_NUM_EVENT_MAIN18_MIKARUGE_05
SE_NUM_EVENT_MAIN18_MIKARUGE_06
SE_NUM_EVENT_MAIN18_MIKARUGE_07
SE_NUM_EVENT_MAIN18_MIKARUGE_08
SE_NUM_EVENT_MAIN19_DARK
SE_NUM_EVENT_MAIN20_LIGHT_01
SE_NUM_EVENT_MAIN19_WING
SE_NUM_EVENT_MAIN19_LIGHT_01
SE_NUM_EVENT_MAIN19_LIGHT_02
SE_NUM_EVENT_MAIN19_LIGHT_03
SE_NUM_EVENT_MAIN19_LIGHT_04
SE_NUM_EVENT_MAIN23_CHAKUCHI
SE_NUM_EVENT_MAIN19_LIGHT_05
SE_NUM_EVENT_MAIN19_LIGHT_06
SE_NUM_EVENT_MAIN20_KAKIWAKE
SE_NUM_EVENT_MAIN19_GLASS
SE_NUM_EVENT_MAIN19_DISAPPEAR
SE_NUM_EVENT_MAIN21_ASHIOTO_L
SE_EVENT_MAIN_18_SED_DUMMY
SE_NUM_EVENT_MAIN23_LIGHT_01_L
SE_NUM_EVENT_MAIN23_LIGHT_02_L
SE_NUM_EVENT_MAIN23_LIGHT_03_L
Event Main25 SE
ev_m25.sed
SE_NUM_EVENT_MAIN25_HAGURUMA_01
SE_NUM_EVENT_MAIN25_DOWN
SE_NUM_EVENT_MAIN25_ISHIBUNE
SE_NUM_EVENT_MAIN25_ATTACK_01
SE_NUM_EVENT_MAIN25_DISAPPEAR
SE_NUM_EVENT_MAIN25_DAMAGE
SE_NUM_EVENT_MAIN25_3ATTACK_01
SE_NUM_EVENT_MAIN25_3ATTACK_02
SE_NUM_EVENT_MAIN25_GAREKI
SE_EVENT_MAIN_25_SED_DUMMY
SE_NUM_EVENT_MAIN25_THUNDER_01
SE_NUM_EVENT_MAIN25_THUNDER_02
SE_NUM_EVENT_MAIN25_HADOU_01_L
SE_NUM_EVENT_MAIN25_THUNDER_03
Event Main26 SE
ev_m26.sed
SE_NUM_EVENT_MAIN26_HAGURUMA_01
SE_NUM_EVENT_MAIN26_LIGHT_03
SE_NUM_EVENT_MAIN26_ISHIBUNE
SE_NUM_EVENT_MAIN26_KOROGARU
SE_NUM_EVENT_MAIN26_SEKICYUU
SE_NUM_EVENT_MAIN26_GAREKI_01
SE_NUM_EVENT_MAIN26_GAREKI_02
SE_NUM_EVENT_MAIN26_WHITEOUT
SE_NUM_EVENT_MAIN26_DISAPPEAR
SE_EVENT_MAIN_26_SED_DUMMY
SE_NUM_EVENT_MAIN26_THUNDER_01
SE_NUM_EVENT_MAIN26_THUNDER_02
SE_NUM_EVENT_MAIN26_HOUKOU
SE_NUM_EVENT_MAIN26_LIGHT_01_L
SE_NUM_EVENT_MAIN26_LIGHT_02_L
Event Sub01 SE
ev_s01.sed
SE_NUM_EVENT_SUB04_PUKURIN
SE_NUM_EVENT_SUB04_FLASH_01
SE_NUM_EVENT_SUB01_ICE_01_L
SE_NUM_EVENT_SUB04_LIGHT_02
SE_NUM_EVENT_SUB01_ANA_04_L
SE_NUM_EVENT_SUB01_TAIATARI
SE_NUM_EVENT_SUB04_SEKIHI_02
SE_NUM_EVENT_SUB01_ANA_01
SE_NUM_EVENT_SUB01_ANA_02
SE_NUM_EVENT_SUB01_ANA_03
SE_NUM_EVENT_SUB02_ICE_02
SE_NUM_EVENT_SUB01_ANA_05
SE_NUM_EVENT_SUB03_EGG_01
SE_NUM_EVENT_SUB03_EGG_02
SE_NUM_EVENT_SUB03_EGG_03
SE_NUM_EVENT_SUB04_ATTACK
SE_NUM_EVENT_SUB01_CLAP_L
SE_NUM_EVENT_SUB01_TAKARABAKO
SE_EVENT_SUB_01_SED_DUMMY
SE_NUM_EVENT_SUB04_WING_L
SE_NUM_EVENT_SUB04_LIGHT_01_L
SE_NUM_EVENT_SUB04_WHISTLE
SE_NUM_EVENT_SUB04_SEKIHI_01_L
Event Sub10 SE
ev_s10.sed
SE_NUM_EVENT_SUB12_LIGHT_01
SE_NUM_EVENT_SUB20_EFFECT_01
SE_NUM_EVENT_SUB21_EFFECT_01
SE_NUM_EVENT_SUB20_EFFECT_02
SE_NUM_EVENT_SUB21_EFFECT_02
SE_NUM_EVENT_SUB22_EFFECT_01
SE_NUM_EVENT_SUB21_EFFECT_03
SE_NUM_EVENT_SUB21_EFFECT_04
SE_EVENT_SUB_10_SED_DUMMY
SE_NUM_EVENT_SUB10_FIRE_01
Event Sub23 SE
ev_s23.sed
SE_NUM_ME_WIND_M
SE_NUM_ME_WIND_S
SE_NUM_EVENT_MOTION_DOGOMU
SE_NUM_DUN_EFF_DRINK
SE_NUM_DUN_MOTION_QUACK
SE_NUM_EVENT_EFF_SHINKA_EGG
SE_NUM_DUN_MOTION_MONEY
SE_NUM_EVENT_SUB23_WHITEOUT
SE_NUM_EVENT_HADOU_CHECK
SE_NUM_EVENT_MOTION_ITEM
SE_NUM_EVENT_MOTION_DOOR
SE_NUM_DUN_MOTION_HUNGRY
SE_NUM_EVENT_SUB23_HOLE_01
SE_NUM_DUN_EFF_LIGHT_WALL
SE_NUM_DUN_EFF_DENJIFUYUU
SE_NUM_DUN_EFF_SMOKE_9
SE_NUM_EVENT_SUB23_EFFECT_01_L
SE_NUM_EVENT_SUB23_EFFECT_02_L
Event Sub30 SE
ev_s30.sed
SE_NUM_EV_S30_ROLLONG_2
SE_NUM_EV_S30_RECYCLE_01
SE_NUM_EV_S30_RECYCLE_02
SE_NUM_EV_S30_REGRET
SE_NUM_EV_S30_RECYCLE_03
SE_NUM_EV_S30_GAYA_01_LP
SE_NUM_EV_S30_TOPCUT
SE_NUM_EV_S30_BOW
SE_NUM_EV_S30_SYAYMIN_01
SE_NUM_EV_S30_SYAYMIN_02
SE_NUM_EV_S30_SYAYMIN_03
SE_NUM_EV_S30_BETOBETA_THREAT_2
SE_NUM_EV_S30_BETOBETA_01
SE_NUM_EV_S30_BOXOPEN
SE_NUM_EV_S30_SYAYMIN_CHANGE
SE_NUM_EV_S30_TUBO
SE_NUM_EV_S30_SYAYMIN_FRY
SE_NUM_EV_S30_SYAYMIN_TOP
SE_NUM_EV_S30_BETOBETA_02_2
SE_NUM_EV_S30_MASKIPPA_01_3
Event Side01 SE
ev_e01.sed
SE_NUM_EV_S01_CALL_01
SE_NUM_EV_S01_CALL_02
SE_NUM_EV_S01_CALL_03
SE_NUM_EV_S01_COME_01
SE_EVENT_SIDE01_SED_DUMMY
SE_NUM_EV_S01_WHITEOUT_01
SE_NUM_EV_S01_BEHAVE_01_LP
SE_NUM_EV_S01_EFFECT_01
SE_NUM_EV_S01_EFFECT_02
SE_NUM_EV_S01_EFFECT_04
SE_NUM_EV_S01_SNORER_01_LP
SE_NUM_EV_S01_UNREST_01
Event Side02 SE
ev_e02.sed
SE_NUM_EV_SIDE02_PUTOUT
SE_NUM_EV_SIDE02_ROAR_01
SE_NUM_EV_SIDE02_ROAR_02
SE_NUM_EV_S02_FALLINGROCK_01
SE_NUM_EV_S02_FALLINGROCK_02
SE_NUM_EV_S02_GUMI_01
SE_NUM_EV_SIDE02_MONSTERSTEP_01
SE_NUM_EV_S02_ROAR_03
SE_NUM_EV_S02_FALLDOWN_01
SE_EVENT_SIDE02_SED_DUMMY
SE_NUM_EV_SIDE02_BREAK
SE_NUM_EV_SIDE02_THREAT_01
SE_NUM_EV_SIDE02_THREAT_02
SE_NUM_EV_SIDE02_MAP_01
SE_NUM_EV_SIDE02_MAP_02
SE_NUM_EV_SIDE02_MAP_IGNITE_01
SE_NUM_EV_SIDE02_MAP_IGNITE_02
SE_NUM_EV_S02_TITTLE_01
SE_NUM_EV_S02_GRASSY_01
Event Side03 SE
ev_e03.sed
SE_NUM_EV_S03_DOOR_OPEN
SE_NUM_EV_S03_FIRE_FIGHTING
SE_NUM_EV_S03_ROOLUP
SE_NUM_EV_S03_DOOR_BREAK
SE_NUM_EV_S03_DOOR_CLOSE
SE_NUM_EV_S03_FLOOR_OPEN
SE_NUM_EV_S03_DISCOVER
SE_NUM_EV_S03_SOMEBODY
SE_NUM_EV_S03_TOUCH
SE_NUM_EV_S03_THROW
Event Side04 SE
ev_e04.sed
SE_NUM_EV_S04_LAVA_01
SE_NUM_EV_S04_FIRE_01
SE_NUM_EV_S04_FIRE_02
SE_NUM_EV_S04_LEAFCUT
SE_NUM_EV_S04_GHOST_AWAY
SE_NUM_EV_S04_GHOST_DOWN
SE_EVENT_SIDE04_SED_DUMMY
SE_NUM_EV_S04_SHOW
SE_NUM_EV_S04_GHOST_01
SE_NUM_EV_S04_GHOST_02
SE_NUM_EV_S04_MAGMAC_01
SE_NUM_EV_S04_GHOST_AWAY_02_2
SE_NUM_EV_S04_FLASH
Event Side06 SE
ev_e06.sed
SE_NUM_EV_S06_BATTLE_IN
SE_NUM_EV_S06_MOVING_LP
SE_NUM_EV_S06_HUNGRY
SE_NUM_EV_S06_EFFECT_01_2
SE_NUM_EV_S06_METAMON
SE_NUM_EV_S06_DESTRUCTION_01
SE_NUM_EV_S06_DESTRUCTION_02
SE_NUM_EV_S06_CATCH_01
SE_NUM_EV_S06_CATCH_02
SE_NUM_EV_S06_CATCH_03
SE_NUM_EV_S06_APPLE_01
SE_NUM_EV_S06_APPLE_02
SE_NUM_EV_S06_UNDERGROUND
SE_NUM_EV_S06_BLACKOUT
SE_NUM_EV_S06_PASSAWAY
SE_NUM_EV_S06_GETUP
Event Side08 SE
ev_e08.sed
SE_NUM_EV_S08_FORWARD_01
SE_NUM_EV_S08_FORWARD_02
SE_NUM_EV_S08_SNOWATTACK
SE_NUM_EV_S08_BEAT
SE_NUM_EV_S08_STANDUP
SE_EVENT_SIDE08_SED_DUMMY
SE_NUM_EV_S08_CROSSATTACK
SE_NUM_EV_S08_VITALITY
Event Side09 SE
ev_e09.sed
SE_NUM_EV_S09_CRACKFLASH
SE_NUM_EV_S09_ELECTRIC_01_LP
SE_NUM_EV_S09_ELECTRIC_02_LP
SE_NUM_EV_S09_ELECTRIC_04_LP
SE_NUM_EV_S09_ELECTRIC_03
SE_NUM_EV_S09_ELECTRIC_05
SE_NUM_EV_S09_ONIGORI
SE_NUM_EV_S09_JP_ELECT_02_LP
SE_NUM_EV_S09_JP_ELECT_03_LP
SE_NUM_EV_S09_JP_ELECT_01
SE_EVENT_SIDE09_SED_DUMMY
SE_NUM_EV_S09_BLOCKICE_LP
SE_NUM_EV_S09_MAMMU_01
SE_NUM_EV_S09_MAMMU_02
SE_NUM_EV_S09_HEART
SE_NUM_EV_S09_BLOCKFALL
Event Side09b SE
ev_e09b.sed
SE_NUM_EV_S09_AUROEA
SE_NUM_EV_S09_LIGHTEFFECT_01
SE_NUM_EV_S09_LANDING
SE_NUM_EV_S09_D_EFFECT_01
SE_NUM_EV_S09_D_EFFECT_02
SE_NUM_EV_S09_D_EFFECT_03
SE_NUM_EV_S09_BIND_LP
SE_NUM_EV_S09_COMEOUT
SE_NUM_EV_S09_JP_ELECT_04_LP
SE_NUM_EV_S09_JP_ELECT_05_LP
SE_NUM_EV_S09_JP_ELECT_06_LP
SE_NUM_EV_S09_JP_ELECT_07
SE_NUM_EV_S09_JP_ELECT_08
SE_NUM_EV_S09_WIND_LP
SE_NUM_EV_S09_ALLEFFECT_02_LP
SE_NUM_EV_S09_ALLEFFECT_01
SE_NUM_EV_S09_HIGHWIND_LP
SE_NUM_EV_S09_HIGHTONE_LP
SE_NUM_EV_S09_GREEN
SE_EVENT_SIDE09B_SED_DUMMY
SE_NUM_EV_S09_WHITEOUT
Event Other01 SE
ev_et1.sed
SE_NUM_ETC01_PIII
SE_NUM_ETC01_GAME_END
SE_NUM_ETC01_SHAKE
SE_NUM_ETC01_GAME_OUT
SE_NUM_ETC01_GAME_FAIL
SE_NUM_ETC01_GAME_EFFCT_01
SE_NUM_ETC01_GAME_EFFCT_02
SE_NUM_ETC01_GAME_HINT
SE_NUM_ETC01_HADO_01_LP
SE_NUM_ETC01_HADO_02
SE_NUM_ETC01_OOATARI
</pre>


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[[Category:Documentation]]
[[Category:Documentation]]