List of Sound Effects: Difference between revisions

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m Document Doom Seed's effect
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Adding categories, tables, hex IDs, use examples, etc. The internal name section should be helpful for identifying SFX in the future.
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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 name as well. <!-- TO DO: It might be a good idea to categorize these by the bank they belong to, listing the sound ID within the bank and then the corresponding full ID.
Banks have specific names each, which are used in the sound test debug menu. -->


== Sound Effects ==
== Sound Effects ==
These sound effects can be called with <code>se_Play(X);</code>, where "X" is the sound effect ID. Other functions may call sound effect IDs as well, including the [[ChangeTextSound]] [[ASM Patch]].
These sound effects can be called with <code>se_Play(X);</code>, where "X" is the sound effect ID. Other functions may call sound effect IDs as well, including the [[ChangeTextSound]] [[ASM Patch]].


[https://www.youtube.com/watch?v=mXy0FJiNkR0 A video by 25pi25] demonstrates what every effect sounds like, by ID.
[https://www.youtube.com/watch?v=mXy0FJiNkR0 A video by 25pi25] demonstrates some of the sound effects, sorted by ID.
 
=== 266 ===
Tail Whip.
 
=== 267 ===
Tail Whip, also.
 
=== 279 ===
Stat changes reset.
 
=== 516 ===
Doom seed.
 
=== 521 ===
TM used.
 
=== 523 ===
Special Attack up.
 
=== 525 ===
Special Defense up.
 
=== 527 ===
PP restored.
 
=== 529 ===
Attack Speed up (from Chlorophyll, Swift Swim, or Unburden).
 
=== 530 ===
Wary Fighter activated.
 
=== 531 ===
Defense up.
 
=== 534 ===
Defense lowered.
 
=== 536 ===
Movement Speed up.
 
=== 537 ===
PP lost.
 
=== 538 ===
Movement Speed lowered.
 
=== 542 ===
Special Attack lowered.
 
=== 547 ===
Attack up.
 
=== 776 ===
Smoke puffs like the ones in Grudge Traps.
 
=== 783 ===
Grudge Trap and similar negative effects.
 
=== 1045 ===
Earth Power.
 
=== 1046 ===
Agility windup.
 
=== 2065 ===
Feint windup.
 
=== 2066 ===
Feint impact.
 
=== 3077 ===
Brine.
 
=== 3092 ===
Night Slash.
 
=== 3098 ===
Attract.
 
=== 3101 ===
Reviver Seed activated.
 
=== 3587 ===
Ancient Power windup.
 
=== 3587 ===
Brine.
 
=== 3588 ===
Silver Wind.
 
=== 3592 ===
Escape Orb.
 
=== 4106 ===
Confuse Ray.
 
=== 4107 ===
Rock Blast shot.
 
=== 4108 ===
Rock Blast impact.
 
=== 4112 ===
Uproar, Beat Up, Rollcall Orb.
 
=== 4118 ===
Sing.
 
=== 4353 ===
Run Away activated.
 
=== 4359 ===
Leer.
 
=== 4367 ===
Facade.
 
=== 4373 ===
Helping Hand.
 
=== 4609 ===
Evasion lowered.
 
=== 4610 ===
Evasion up.
 
=== 4613 ===
Poisoned.
 
=== 4614 ===
Rain begins.
 
=== 4615 ===
Cleanse Orb.
 
=== 4624 ===
Swords Dance.
 
=== 4628 ===
Whirlpool.
 
=== 4631 ===
Yawn (both move and status).
 
=== 4632 ===
Bubble.
 
=== 4634 ===
Sun begins.
 
=== 4635 ===
Max HP up.
 
=== 4637 ===
Hail begins.
 
=== 4867 ===
Stomach growling.
 
=== 4868 ===
Player or ally item pickup.
 
=== 4869 ===
Enemy item pickup.
 
=== 4870 ===
Miss 1.
 
=== 4871 ===
Miss 2.
 
=== 4872 ===
Player or ally money pickup.
 
=== 4882 ===
Apple eaten.
 
=== 4883 ===
Seed eaten.
 
=== 4884 ===
Gummi eaten (also used for Golden Apple).
 
=== 4890 ===
HP restored.
 
=== 4891 ===
Move learned.
 
=== 5121 ===
The small generic being hit sound that also is played in the first cutscene with Zubat and Koffing when they attack the partner.
 
=== 5122 ===
Chatot flapping his wings.
 
=== 5123 ===
Dinner time.
 
=== 5124 ===
Turning a page, handling paper.
 
=== 5125 ===
"The clouds parted over the Hidden Land!"
 
=== 5126 ===
Explosion, rocks falling.
 
=== 5127 ===
Thunder?
 
=== 5128 ===
Short and sweet explosion.
 
=== 5129 ===
Smashing wall.
 
=== 5130 ===
(Loop) Big wall collapsing/world falling apart.
 
=== 5131 ===
(Loop) Explosion, rocks falling.
 
=== 5132 ===
Dimensional Scream intro.
 
=== 5133 ===
Dimensional Scream beginning, getting dizzy.
 
=== 5134 ===
(Loop) Dimensional Scream beginning, getting dizzy.
 
=== 5135 ===
Begin evolution.
 
=== 5136 ===
Boss wipe start.
 
=== 5137 ===
(Loop) Clapping, used with actor SetEffect(90, 3);
 
=== 5138 ===
(Loop) Big cheering! Usually used with actor execute ExecuteCommon(CORO_JUMP_HAPPY_FUNC_SERIES, 0); or SetEffect(90, 3);
 
=== 5139 ===
Dimensional Scream end.
 
=== 5140 ===
Sounds like a more intense version of the sound before the boss fight/wipe.
 
=== 5141 ===
Groudon stomp.
 
=== 5142 ===
Groudon stomp.
 
=== 5143 ===
VERY small hit sound, like used a few times right before a boss fight.
 
=== 5144 ===
Crystals?
 
=== 6401 ===
Finding a Time Gear, sounds a bit like another wipe sound.
 
=== 6402 ===
The small electric discharge sound used in the game's opening cutscene.
 
=== 6403 ===
Generic fade to white sound, used for cutscene in beginning, entering the hidden lands, etc.
 
=== 6404 ===
Step/dropping something onto a wet floor.
 
=== 6405 ===
Heavier step.
 
=== 6406 ===
Dropping the Relic Fragment?
 
=== 6407 ===
Cartoon balloon is inflated?
 
=== 6408 ===
Gate to Wigglytuff's Guild opening, in m02a0105.ssb
 
=== 6409 ===
Hitting wood.
 
=== 6410 ===
Dropping, placing something.
 
=== 6411 ===
Opening a treasure box.
 
=== 6412 ===
Azurill tripping.
 
=== 6413 ===
Apple bouncing.
 
=== 6414 ===
Drowzee hitting the player accidentally.
 
=== 6415 ===
Alert, board update completed.
 
=== 6416 ===
Turning over the board after updating the data.
 
=== 6417 ===
Drowzee fainting (map G01P03A, [[Acting Scene]] m06a0203).
 
=== 6418 ===
Magnezone police.
 
=== 6419 ===
Grovyle running.
 
=== 6420 ===
(Loop) Grovyle still running.
 
=== 6421 ===
Grovyle dashing.
 
=== 6422 ===
Yet another sound of dropping something.
 
=== 6423 ===
Crystals falling/little laser beam?
 
=== 6424 ===
Thunder? Cannon sounds? Heavy things rolling down a hill?
 
=== 6425 ===
Thunder in the distance?
 
=== 6657 ===
Used with the Tumble and Hurt animations, rolling (to a stop) after jumping through the waterfall.
 
=== 6658 ===
Click sound, pushing in the gem in Waterfall Cave.
 
=== 6659 ===
Geyser erupting from Waterfall Cave flood?
 
=== 6660 ===
Splash, landing in hotsprings?
 
=== 6661 ===
Some sort of wipe sound, long and deep.
 
=== 6662 ===
Small, quiet rustling.
 
=== 6663 ===
Placing something, with rustling after.
 
=== 6664 ===
Something not too heavy falling and hitting something.
 
=== 6665 ===
High-pitched sound (map G01P05C, [[Acting Scene]] m07a1001).
 
=== 6667 ===
Turning a page?
 
=== 6669 ===
(Loop) Crowd talking/discussing.
 
=== 6671 ===
Placing a stone in a statue's chest.
 
=== 6675 ===
Jumping into the sea/water.
 
=== 6913 ===
Team Skull's noxious gas attack.
 
=== 6914 ===
Low hitting the ground sound.
 
=== 6915 ===
Very damp hit sound/mini explosion.
 
=== 6916 ===
(Loop) Used in m10a0902.ssb and 10a0904.ssb, when the guild is running through Steam Cave to reach Fogbound Lake.
 
=== 6917 ===
Hitting something/impact/crashing into small boxes.
 
=== 6918 ===
Small explosion.
 
=== 6919 ===
Something whimsical discharging after defeating Groudon.
 
=== 6920 ===
Uxie releaving.
 
=== 6921 ===
An electric device dropping sparks?
 
=== 6922 ===
Cresselia fading away in dream sequence.
 
=== 6923 ===
(Loop) Crowd understanding?
 
=== 6924 ===
Attack sound, hitting something, almost a bit explosion-y.
 
=== 6925 ===
Darkrai powering down?
 
=== 6926 ===
Some sort of boss attacking, sounds kind of like Dimensional Scream.
 
=== 6927 ===
Some sort of long whooosh sound similar to Dimensional Scream (map D12P41A, [[Acting Scene]] m12a1001).
 
=== 6929 ===
(Loop)
 
=== 6930 ===
Dialga thanks, Groudon scream.
 
=== 6933 ===
Angry Dialga going GRROOOOOOH...!
 
=== 6934 ===
Angry Dialga in distance.
 
=== 7169 ===
Geyser.
 
=== 7170 ===
Something falling, not hitting.
 
=== 7171 ===
"Step away from the time gear!" Kinda also sounds like falling into water.
 
=== 7172 ===
Short and sweet "hitting someone and striking them down" sound.
 
=== 7173 ===
Falling into water? Maybe jumping into waterfall?
 
=== 7174 ===
(Loop)
 
=== 7175 ===
Short high generic ring for signaling that something happened because the player did something.
 
=== 7176 ===
VERY LOUD high pitched "activation"-like sound (map D16P31A, [[Acting Scene]] m15a0601).
 
=== 7177 ===
(Loop) Electrical discharging.
 
=== 7178 ===
Fail-safe system, Mesprit, Short high pitched bell like sound (map D17P34A, [[Acting Scene]] m15b0906), being trapped?
 
=== 7179 ===
Short and sweet hit sound.
 
=== 7180 ===
Short and sharp impact, hitting something.
 
=== 7181 ===
"Grovyle vanished!"
 
=== 7182 ===
Siren (map G01P04A, [[Acting Scene]] m16a0601).


=== 7183 ===
===Motion SE===
Falling down a trap door?
{|class="wikitable"
!ID
!ID Hex
!Map
!Acting Scene
!Description
|-
|266
|0x10A
|None
|None
|Tail Whip.
|-
|267
|0x10B
|None
|None
|Tail Whip, also.
|-
|279
|0x117
|None
|None
|Stat changes reset.
|}


=== 7185 ===
===Stats SE===
Tripping and hitting the floor?
{|class="wikitable"
!ID
!ID Hex
!Map
!Acting Scene
!Description
|-
|516
|0x204
|None
|None
|Doom Seed.
|-
|521
|0x209
|None
|None
|TM used.
|-
|523
|0x20B
|None
|None
|Special Attack up.
|-
|525
|0x20D
|None
|None
|Special Defense up.
|-
|527
|0x20F
|None
|None
|PP restored.
|-
|529
|0x211
|None
|None
|Attack Speed up (from Chlorophyll, Swift Swim, or Unburden).
|-
|530
|0x212
|None
|None
|Wary Fighter activated.
|-
|531
|0x213
|P01P04A
|
|Defense up.
|-
|534
|0x216
|P01P04A
|
|Defense lowered.
|-
|536
|0x218
|None
|None
|Movement Speed up.
|-
|537
|0x219
|None
|None
|PP lost.
|-
|538
|0x21A
|None
|None
|Movement Speed lowered.
|-
|542
|0x21E
|None
|None
|Special Attack lowered.
|-
|547
|0x223
|None
|None
|Attack up.
|}


=== 7186 ===
===Trap SE===
(Loop) Sableye winking/gleaming.
{|class="wikitable"
!ID
!ID Hex
!Map
!Acting Scene
!Description
|-
|776
|0x308
|None
|None
|Smoke puffs like the ones in Grudge Traps.
|-
|783
|0x30F
|None
|None
|Grudge Trap and similar negative effects.
|}


=== 7187 ===
===Move1 SE===
Used in many places, sounds like a door being closed (but from context that doesn't fit).
{|class="wikitable"
!ID
!ID Hex
!Map
!Acting Scene
!Description
|-
|1045
|0x415
|None
|None
|Earth Power.
|-
|1046
|0x416
|None
|None
|Agility windup.
|}


=== 7188 ===
===Move2 SE===
Sableye winking, not looped. (Used in stockade scene?)


=== 7193 ===
===Move3 SE===
(Loop)


=== 7194 ===
===Move4 SE===
Dimensional Scream end?


=== 7195 ===
===Move5 SE===
Spiritomb running away, portal closing.
{|class="wikitable"
!ID
!ID Hex
!Map
!Acting Scene
!Description
|-
|2065
|0x811
|None
|None
|Feint windup.
|-
|2066
|0x812
|None
|None
|Feint impact.
|}


=== 7196 ===
===Move6 SE===
(Loop) Sableye group slashing trapped heroes.


=== 7425 ===
===Move7 SE===
Some boss Pokémon.


=== 7426 ===
===Move8 SE===
Dropping sometime again, this time shorter and more heavy.


=== 7427 ===
===Move9 SE===
Spiritomb "activating."
{|class="wikitable"
!ID
!ID Hex
!Map
!Acting Scene
!Description
|-
|3077
|0xC05
|None
|None
|Brine.
|-
|3092
|0xC14
|None
|None
|Night Slash.
|-
|3098
|0xC1A
|None
|None
|Attract.
|-
|3101
|0xC1D
|None
|None
|Reviver Seed activated.
|}


=== 7428 ===
===Move10 SE===
Bees falling from the sky and attacking?


=== 7429 ===
===Move11 SE===
Weirdly high-pitched "earthquake" (associated with Spiritomb).
{|class="wikitable"
!ID
!ID Hex
!Map
!Acting Scene
!Description
|-
|3587
|0xE03
|None
|None
|Ancient Power windup.
|-
|3588
|0xE04
|None
|None
|Silver Wind.
|-
|3592
|0xE08
|None
|None
|Escape Orb.
|}


=== 7430 ===
===Move12 SE===
Gotta get out of here! Running away, short.


=== 7431 ===
===Move13 SE===
Placing something or removing it and doing something pretty significant.
{|class="wikitable"
!ID
!ID Hex
!Map
!Acting Scene
!Description
|-
|4106
|0x100A
|None
|None
|Confuse Ray.
|-
|4107
|0x100B
|None
|None
|Rock Blast shot.
|-
|4108
|0x100C
|None
|None
|Rock Blast impact.
|-
|4112
|0x1010
|None
|None
|Uproar, Beat Up, Rollcall Orb.
|-
|4118
|0x1016
|None
|None
|Sing.
|}


=== 7434 ===
===Move14 SE===
Dark growl.
{|class="wikitable"
!ID
!ID Hex
!Map
!Acting Scene
!Description
|-
|4353
|0x1101
|None
|None
|Run Away activated.
|-
|4359
|0x1107
|None
|None
|Leer.
|-
|4367
|0x110F
|None
|None
|Facade.
|-
|4373
|0x1115
|None
|None
|Helping Hand.
|}


=== 7435 ===
===Move15 SE===
Celebi time travel sound? Sounds very similar to start of Dimensional Scream.
{|class="wikitable"
!ID
!ID Hex
!Map
!Acting Scene
!Description
|-
|4609
|0x1201
|None
|None
|Evasion lowered.
|-
|4610
|0x1202
|None
|None
|Evasion up.
|-
|4613
|0x1205
|None
|None
|Poisoned.
|-
|4614
|0x1206
|None
|None
|Rain begins.
|-
|4615
|0x1207
|None
|None
|Cleanse Orb.
|-
|4624
|0x1210
|None
|None
|Swords Dance.
|-
|4628
|0x1214
|None
|None
|Whirlpool.
|-
|4631
|0x1217
|None
|None
|Yawn (both move and status).
|-
|4632
|0x1218
|None
|None
|Bubble.
|-
|4634
|0x121A
|None
|None
|Sunlight.
|-
|4635
|0x121B
|None
|None
|Max HP up.
|-
|4637
|0x121D
|None
|None
|Hail begins.
|}


=== 7437 ===
===Motion Sub SE===
(Loop)  
{|class="wikitable"
!ID
!ID Hex
!Map
!Acting Scene
!Description
|-
|4867
|0x1303
|None
|None
|Stomach growling. (Belly warning)
|-
|4868
|0x1304
|None
|None
|Player or ally item pickup.
|-
|4869
|0x1305
|None
|None
|Enemy item pickup.
|-
|4870
|0x1306
|None
|None
|Miss 1.
|-
|4871
|0x1307
|None
|None
|Miss 2.
|-
|4872
|0x1308
|None
|None
|Player or ally money pickup.
|-
|4882
|0x1312
|None
|None
|Apple eaten.
|-
|4883
|0x1313
|None
|None
|Seed eaten.
|-
|4884
|0x1314
|None
|None
|Gummi eaten (also used for Golden Apple).
|-
|4890
|0x131A
|None
|None
|HP restored.
|-
|4891
|0x131B
|None
|None
|Move learned.
|}


=== 7438 ===
===Event SE===
Glass breaking ([[Acting Scene]] m19b1008).
{|class="wikitable"
!ID
!ID Hex
!Map
!Acting Scene
!Description
|-
|5121
|0x1401
|D01P11B
|m01a0208
|The small generic being hit sound that also is played in the first cutscene with Zubat and Koffing when they attack the partner.
|-
|5122
|0x1402
|
|
|Chatot flapping his wings.
|-
|5123
|0x1403
|
|
|Dinner time.
|-
|5124
|0x1404
|G01P01A
|m12a0102
|Turning a page, handling paper.
|-
|5125
|0x1405
|D15P41A
|m14a0801
|"The clouds parted over the Hidden Land!"
|-
|5126
|0x1406
|D28P44A
|m24a0804
|Explosion, rocks falling.
|-
|5127
|0x1407
|D04P11A
|m05a0301
|The partner touching the waterfall.
|-
|5128
|0x1408
|D38P11A
|s21p0502
|Short and sweet explosion-like sound. Used in Spacial Rift cutscene.
|-
|5129
|0x1409
|D41P41A
|mdebug
|Smashing wall. Only seems to play in mdebug, which is an unused test cutscene.
|-
|5130
|0x140A
|D04P31A
|m05d0616
|(Loop) Big wall collapsing/world falling apart. Used in Waterfall Cave flood.
|-
|5131
|0x140B
|D04P31A
|m05d0616
|(Loop) Explosion, rocks falling. Also used in Waterfall Cave flood.
|-
|5132
|0x140C
|
|
|Dimensional Scream intro.
|-
|5133
|0x140D
|
|
|Dimensional Scream beginning, getting dizzy.
|-
|5134
|0x140E
|
|
|(Loop) Dimensional Scream beginning, getting dizzy.
|-
|5135
|0x140F
|D39P41A
|s22p0204
|Cresselia teleports in front of Darkrai.
|-
|5136
|0x1410
|
|
|Boss wipe start.
|-
|5137
|0x1411
|
|
|(Loop) Clapping, used with actor SetEffect(90, 3);
|-
|5138
|0x1412
|
|
|(Loop) Big cheering! Usually used with actor execute ExecuteCommon(CORO_JUMP_HAPPY_FUNC_SERIES, 0); or SetEffect(90, 3);
|-
|5139
|0x1413
|
|
|Dimensional Scream end.
|-
|5140
|0x1414
|D30P41A
|m25a1101
|Sounds like a more intense version of the sound before the boss fight/wipe. Used right before final battle with Primal Dialga during the main story.
|-
|5141
|0x1415
|
|
|Groudon stomp.
|-
|5142
|0x1416
|
|
|Groudon stomp 2.
|-
|5143
|0x1417
|
|
|VERY small hit sound, like used a few times right before a boss fight.
|-
|5144
|0x1418
|V15P03A
|m15b0908
|Azelf sets up his crystal wall around the Crystal Lake.
|}


=== 7440 ===
===Event Main01 SE===
Time Gear removed.
{|class="wikitable"
!ID
!ID Hex
!Map
!Acting Scene
!Description
|-
|6401
|0x1901
|D12P41A
|m12a0801
|Finding a Time Gear, sounds a bit like another wipe sound.
|-
|6402
|0x1902
|S04P01A
|m01a0101
|The small electric discharge sound used in the game's opening cutscene.
|-
|6403
|0x1903
|S04P01A
|m01a0101
|Generic fade to white sound, used for cutscene in beginning, entering the hidden lands, etc.
|-
|6404
|0x1904
|
|
|Step/dropping something onto a wet floor.
|-
|6405
|0x1905
|
|
|Heavier step.
|-
|6406
|0x1906
|D01P41A
|m01a0701
|Zubat dropping the Relic Fragment in Beach Cave, and Skuntank dropping the Relic Fragment in Brine Cave.
|-
|6407
|0x1907
|None
|None
|Cartoon balloon is inflated? Might be unused.
|-
|6408
|0x1908
|G01P01B
|m02a0105
|Gate to Wigglytuff's Guild opening.
|-
|6409
|0x1909
|None
|None
|Hitting wood. Might be unused.
|-
|6410
|0x190A
|D01P11B
|m01a0702
|Dropping, placing something.
|-
|6411
|0x190B
|G01P05A
|m02a0110
|Opening a box, including the Pokémon Exploration Team Kit.
|-
|6412
|0x190C
|T01P01A
|m03a0301
|Azurill tripping.
|-
|6413
|0x190D
|
|
|Apple bouncing.
|-
|6414
|0x190E
|
|
|Drowzee hitting the player accidentally.
|-
|6415
|0x190F
|
|
|Alert, board update completed.
|-
|6416
|0x1910
|
|
|Turning over the board after updating the data.
|-
|6417
|0x1911
|G01P03A
|m06a0203
|Drowzee fainting.
|-
|6418
|0x1912
|
|
|Magnezone police.
|-
|6419
|0x1913
|
|
|Grovyle running.
|-
|6420
|0x1914
|
|
|(Loop) Grovyle still running.
|-
|6421
|0x1915
|
|
|Grovyle dashing.
|-
|6422
|0x1916
|
|
|Yet another sound of dropping something.
|-
|6423
|0x1917
|
|
|Crystals falling/little laser beam?
|-
|6424
|0x1918
|
|
|Thunder? Cannon sounds? Heavy things rolling down a hill?
|-
|6425
|0x1919
|
|
|Thunder in the distance?
|}


=== 7441 ===
===Event Main05 SE===
Time Gear removed.
{|class="wikitable"
!ID
!ID Hex
!Map
!Acting Scene
!Description
|-
|6657
|0x1A01
|
|
|Used with the Tumble and Hurt animations, rolling (to a stop) after jumping through the waterfall.
|-
|6658
|0x1A02
|
|
|Click sound, pushing in the gem in Waterfall Cave.
|-
|6659
|0x1A03
|
|
|Click sound, pushing in the gem in Waterfall Cave.
|-
|6660
|0x1A04
|
|
|Splash, landing in hotsprings?
|-
|6661
|0x1A05
|G01P03A
|m06a0203
|Skuntank's stink cloud (attacking the hero in guild scene).
|-
|6662
|0x1A06
|
|
|Small, quiet rustling.
|-
|6663
|0x1A07
|
|
|Placing something, with rustling after.
|-
|6664
|0x1A08
|
|
|Something not too heavy falling and hitting something.
|-
|6665
|0x1A09
|G01P05C
|m07a1001
|Wigglytuff meltdown.
|-
|6666
|0x1A0A
|
|
|Crowd whining.
|-
|6667
|0x1A0B
|
|
|Turning a page?
|-
|6668
|0x1A0C
|None
|None
|Familiar exclamation sound. Might be unused.
|-
|6669
|0x1A0D
|
|
|(Loop) Crowd talking/discussing.
|-
|6670
|0x1A0E
|None
|None
|Lighting up, activation sound? Might be unused.
|-
|6671
|0x1A0F
|P03P01A
|m09a0605
|Placing a stone in the Groudon statue's chest, set Relic Fragment and place Time Gears at Temporal Pinnacle.
|-
|6672
|0x1A10
|P03P01A
|m09a0606
|Groudon statue's eyes light up.
|-
|6673
|0x1A11
|P03P01A
|m09a0606
|Groudon statue gets surrounded by light.
|-
|6674
|0x1A12
|P03P02A
|m09a0701
|Perfect Apple rolls onto scene from the left.
|-
|6675
|0x1A13
|D04P11A
|m05a0303
|Jumping into the sea/water/waterfall, the sea "answering" Dugtrio.
|}


=== 7442 ===
===Event Main10 SE===
(Loop) Hard hits?
{|class="wikitable"
!ID
!ID Hex
!Map
!Acting Scene
!Description
|-
|6913
|0x1B01
|D05P31A
|m07a0701
|Skuntank and Koffing's noxious gas combo.
|-
|6914
|0x1B02
|D10P41A
|m10a0903
|Heavy footsteps (Groudon illusion).
|-
|6915
|0x1B03
|D10P41A
|m10a0901
|Very distant heavy footsteps (Groudon illusion).
|-
|6916
|0x1B04
|
|m10a0902
|(Loop) The guild running through Steam Cave to reach the Fogbound Lake.
|-
|6917
|0x1B05
|D10P41A
|m10a1101
|Hitting something/impact/crashing into small boxes. Another Groudon illusion sound.
|-
|6918
|0x1B06
|D10P41A
|m10a1101
|Groudon illusion fainting and hitting the ground.
|-
|6919
|0x1B07
|D10P41A
|m10a1101
|Groudon illusion getting surrounded by light.
|-
|6920
|0x1B08
|D10P41A
|m10a1101
|Uxie releaving.
|-
|6921
|0x1B09
|P04P01C
|m10a1206
|Uxie conjuring up Groudon illusion.
|-
|6922
|0x1B0A
|P04P01C
|m10a1206
|Transparent Groudon illusion, Cresselia fading away in dream sequence.
|-
|6923
|0x1B0B
|G01P06B
|m08a0101
|(Loop) Crowd whining. (Chatot interrupts dinner)
|-
|6924
|0x1B0C
|D28P44A
|m25a0101
|Dusknoir's final mouth attack.
|-
|6925
|0x1B0D
|D12P41A
|m12a0801
|Darkening skies (Amp Clearing, other boss scenes like Mesprit's).
|-
|6926
|0x1B0E
|D12P41A
|m12a1001
|Manectric/Luxray charging up final attack, exclusive to this scene.
|-
|6927
|0x1B0F
|D12P41A
|m12a1001
|Manectric/Luxray's final attack, exclusive to this scene.
|-
|6928
|0x1B10
|None
|None
|Sounds like a copy of the "sweat drop" sound effect. Not used in any scene.
|-
|6929
|0x1B11
|None
|None
|Looping rustling sound. Might be unused.
|-
|6930
|0x1B12
|
|
|Dialga thanks, Groudon scream.
|-
|6931
|0x1B12
|P04P01C
|m10a1208
|Another transparent Groudon illusion sound. Exclusive to this scene.
|-
|6932
|0x1B13
|None
|None
|PSG explosion/strike sound. Might be unused.
|-
|6933
|0x1B15
|D10P21A
|m10a0701
|Angry Groudon illusion going GRROOOOOOH...! Exclusive to this scene.
|-
|6934
|0x1B16
|
|
|Angry Groudon illusion in distance.
|-
|6935
|0x1B17
|P03P02A
|m10a0902
|Guild members hearing ''very'' distant Groudon illusion footsteps. Exclusive to this scene.
|}


=== 7443 ===
=== Event Main14 SE ===
Rustling, bags?
{|class="wikitable"
!ID
!ID Hex
!Map
!Acting Scene
!Description
|-
|7169
|0x1C01
|
|
|Geyser.
|-
|7170
|0x1C02
|
|
|Something falling, not hitting.
|-
|7171
|0x1C03
|
|
|"Step away from the time gear!" Kinda also sounds like falling into water.
|-
|7172
|0x1C04
|
|
|Short and sweet "hitting someone and striking them down" sound.
|-
|7173
|0x1C05
|
|
|Falling into water? Maybe jumping into waterfall?
|-
|7174
|0x1C06
|
|
|(Loop)
|-
|7175
|0x1C07
|
|
|Short high generic ring for signaling that something happened because the player did something.
|-
|7176
|0x1C08
|D16P31A
|m15a0601
|VERY LOUD high pitched "activation"-like sound.
|-
|7177
|0x1C09
|
|
|(Loop) Electrical discharging.
|-
|7178
|0x1C0A
|D17P34A
|m15b0906
|Azelf's eyes light up, activating failsafe. Exclusive to this scene.
|-
|7179
|0x1C0B
|
|
|Short and sweet sound.
|-
|7180
|0x1C0C
|
|
|Short and sharp impact, hitting something.
|-
|7181
|0x1C0D
|
|
|"Grovyle vanished!"
|-
|7182
|0x1C0E
|G01P04A
|m16a0601
|Siren.
|-
|7183
|0x1C0F
|
|
|Entering the Dimensional Hole.
|-
|7184
|0x1C10
|V16P02A
|m19b1014
|Time travel inside the Dimensional Hole. Includes 3 whooshing sounds that sync with the cutscene for Dusknoir or Grovyle, the hero and the partner respectively.
|-
|7185
|0x1C11
|D26P42A
|m23a0706
|Chatot collapses after attack by Kabutops/Omastar. Exclusive to this scene.
|-
|7186
|0x1C12
|P05P01A
|m17a0103
|Primal Dialga's eyes light up. (First future scene with Dusknoir)
|-
|7187
|0x1C13
|P05P02A
|m17a0301
|Future prison's cell door opens. Also used in other scenes including Aegis Cave walls opening.
|-
|7188
|0x1C14
|P05P02A
|m17a0301
|Sableye winking, not looped. Used in future prison cell, stockade and some Darkrai scenes.
|-
|7189
|0x1C15
|P05P02A
|m17a0301
|The hero and partner get blindfolded by the Sableye.
|-
|7190
|0x1C16
|None
|None
|Electric hit sound. Might be unused.
|-
|7191
|0x1C17
|P05P03A
|m17a0302
|Grovyle takes out a Luminous Orb and blinds the Sableye, stockade scene.
|-
|7192
|0x1C18
|P05P03A
|m17a0302
|Grovyle digs out.
|-
|7193
|0x1C19
|P05P04A
|m17a0401
|(Loop) Grovyle, the hero and the partner run out of the prison.
|-
|7194
|0x1C1A
|P05P04A
|m17a0401
|The Sableye ready up to attack.
|-
|7195
|0x1C1B
|T01P01A
|m16a0701
|The Dimensional Hole closes after the hero and partner get dragged in. Exclusive to this scene.
|-
|7196
|0x1C1C
|P05P04A
|m17a0401
|(Loop) Sableye group slashing trapped heroes.
|-
|7197
|0x1C1D
|V15P01A
|m15a0602
|Crystal Crossing entrance rises out of the ground.
|}


=== 7445 ===
=== Event Main18 SE ===
Activating the Rainbow Stoneship.
{|class="wikitable"
!ID
!ID Hex
!Map
!Acting Scene
!Description
|-
|7425
|0x1D01
|D21P41A
|m18b0902
|"We are SPIRITOMB!"
|-
|7426
|0x1D02
|D21P41A
|m18b0902
|"It can't be this..." Spiritomb's stone moves.
|-
|7427
|0x1D03
|D21P41A
|m18b0902
|Spiritomb "activating".
|-
|7428
|0x1D04
|D21P41A
|m18b1301
|Spiritomb's weakening aura(?) returns to its stone.
|-
|7429
|0x1D05
|D21P41A
|m18b1301
|Spiritomb has been defeated and its "ghost" returns to its stone.
|-
|7430
|0x1D06
|D01P41A
|m01a0701
|Common and short "Enemy skedaddles away" sound used in many scenes. Despite its position, Spiritomb uses #7447 instead.
|-
|7431
|0x1D07
|P09P01A
|m19b1001
|Primal Dialga's eyes light up. Accompanied by visual background V19P01A.
|-
|7432
|0x1D08
|None
|None
|Odd dark whooshing sound. Might be unused.
|-
|7433
|0x1D09
|P08P01A
|m19a0601
|Celebi appears.
|-
|7434
|0x1D0A
|P09P01A
|m19b1001
|Sky turns pitch black, Primal Dialga is coming.
|-
|7435
|0x1D0B
|P09P01A
|m19b1007
|Celebi time travels a short distance away.
|-
|7436
|0x1D0C
|None
|None
|A short stomp? Might be unused.
|-
|7437
|0x1D0D
|P09P01A
|m19b1007
|(Loop) Primal Dialga counters Celebi's time travel. Accompanied by visual background V19P04A.
|-
|7438
|0x1D0E
|V19P06A
|m19b1008
|Glass breaking, stopping Celebi.
|-
|7439
|0x1D0F
|P09P01A
|m19b1009
|Celebi blinds Dusknoir and the Sableye and teleports away.
|-
|7440
|0x1D10
|
|
|Time Gear removed.
|-
|7441
|0x1D11
|None
|None
|Odd rustling sound. Might be unused.
|-
|7442
|0x1D12
|None
|None
|(Loop) Hard hits? Might be unused.
|-
|7443
|0x1D13
|D26P43A
|m23a0706
|Kabutops and the Omastar drop down from the ceiling.
|-
|7444
|0x1D14
|P11P01A
|m23a1003
|(Loop) Relic Fragment reacts to the Brine Cave wall pattern.
|-
|7445
|0x1D15
|
|
|Activating the Rainbow Stoneship.
|-
|7446
|0x1D16
|None
|None
|Loud PSG noise, similar to stat down sounds. Might be unused.
|-
|7447
|0x1D17
|D21P41A
|m18b1301
|"R-r-run away!" Spiritomb runs off. Exclusive to this scene.
|-
|7448
|0x1D18
|P09P01A
|m19b1007
|Primal Dialga's torso crystal lights up. Accompanied by visual background V19P05A.
|-
|7449
|0x1D19
|P11P01A
|m23a1003
|(Loop) Pattern on Brine Cave wall reacts to the Relic Fragment.
|-
|7450
|0x1D1A
|H01P99A
|m20a0202
|The partner opens up the entrance to Sharpedo Bluff.
|}


=== 7447 ===
=== Event Main25 SE ===
Small people jumping and running away.
{|class="wikitable"
!ID
!ID Hex
!Map
!Acting Scene
!Description
|-
|7681
|0x1E01
|D28P44A
|m25a0101
|(Loop) Charging up Dusknoir's mouth attack.
|-
|7682
|0x1E02
|D28P44A
|m25a0101
|"Now! Go!" Deflecting Dusknoir's final attack (cuts off in-game, the full effect is longer)
|-
|7683
|0x1E03
|D28P44A
|m25a0101
|Dusknoir gets hit by deflected mouth attack (fade to white).
|-
|7684
|0x1E04
|D28P44A
|m25a0101
|Dusknoir hitting the ground.
|-
|7685
|0x1E05
|None
|None
|Grabbing sound? Might be unused.
|-
|7686
|0x1E06
|D28P44A
|m25a0302
|Grovyle pushing Dusknoir.
|-
|7687
|0x1E07
|D28P44A
|m25a0302
|Grovyle dropping the Time Gears.
|-
|7688
|0x1E08
|D28P44A
|m25a0302
|Grovyle and Dusknoir enter the Dimensional Hole.
|-
|7689
|0x1E09
|D28P33A
|m25a0401
|The Rainbow Stoneship takes off.
|-
|7690
|0x1E0A
|D17P45A
|m15b1001
|Grovyle attacks the partner at the Crystal Lake. Also used in some other scenes.
|-
|7691
|0x1E0B
|D30P41A
|m25a1101
|(Loop) Electrical discharge, more intense. "It's incredible! Red clouds are swirling!"
|-
|7692
|0x1E0C
|D30P41A
|m25a1101
|Temporal Pinnacle earthquake, sounds like fire.
|-
|7693
|0x1E0D
|D30P41A
|m25a1101
|Loud lightning sound, used on Temporal Pinnacle.
|}


=== 7449 ===
=== Event Sub01 SE ===
(Loop)  
{|class="wikitable"
!ID
!ID Hex
!Map
!Acting Scene
!Description
|-
|7937
|0x1F01
|D31P31A
|s01p0601
|Trap opens up.
|-
|7938
|0x1F02
|
|
|Falling into a pit.
|-
|7939
|0x1F03
|
|
|Hitting the ground after falling into a pit.
|-
|7940
|0x1F04
|D31P41A
|s01p0602
|The Grand Master's pitfall trap closes.
|-
|7941
|0x1F05
|D31P41A
|s01p0602
|The Grand Master's pitfall trap finishes closing.
|-
|7942
|0x1F06
|D31P31A
|s01p0801
|Only used during uncommon 2nd attempt cutscene; Wigglytuff runs into the hero and partner, pushing them into the hole again.
|-
|7943
|0x1F07
|T01P01A
|m16a0701
|"It's too soon for farewells!" Dusknoir grabs the hero and partner.
|-
|7944
|0x1F08
|
|
|(Loop) Party popper and clapping.
|-
|7945
|0x1F09
|None
|None
|(Loop) Beam of light? Might be unused.
|-
|7946
|0x1F0A
|None
|None
|Placing something? Might be unused.
|-
|7947
|0x1F0B
|G01P04A
|s04p0101
|"YOOM...TAH!" Wigglytuff destroys his chamber to find the Aegis Cave key.
|-
|7948
|0x1F0C
|D32P12A
|s04p0801
|(Loop) Very low short buzzing sounds. Opening an Aegis Cave path using Unown Stones.
|-
|7949
|0x1F0D
|D32P12A
|s04p0801
|Aegis Cave path opens with a blast of light.
|-
|7950
|0x1F0E
|D32P31A
|s04p0601
|Regice/Regirock/Registeel turning into light after getting defeated. "A mysterious light enveloped [player]!"
|-
|7951
|0x1F0F
|D32P31A
|s04p0601
|"The guardian's permission was granted!"
|-
|7952
|0x1F10
|D32P44A
|s04p1801
|Another wipe sound. only used in rematches against Regigigas.
|-
|7953
|0x1F11
|D32P44A
|s04p1901
|Regigigas strikes the ground in post-defeat cutscene.
|-
|7954
|0x1F12
|None
|None
|Flute-like noise. Might be unused.
|-
|7955
|0x1F13
|None
|None
|Another copy of "sweat drop" noise? Might be unused.
|-
|7956
|0x1F14
|D79P41A
|s02p0701
|Scizor's ice prison shatters.
|-
|7957
|0x1F15
|H02P99A
|s03p0301
|Manaphy egg close to hatching. Kinda sounds like a "Confirm/OK" menu sound.
|-
|7958
|0x1F16
|H02P99A
|s03p0301
|Manaphy egg hatches, accompanied by visual light effects.
|}


=== 7450 ===
===Event Sub10 SE===
Rustling, searching for something.
{|class="wikitable"
!ID
!ID Hex
!Map
!Acting Scene
!Description
|-
|8193
|0x2001
|S00P01A
|dopen
|Special Mission letter bursting into flame(?) and deleting itself.
|-
|8194
|0x2002
|D80P41A
|m99a0129
|Very interesting getting loot/opening treasure box sound.
|-
|8195
|0x2003
|G01P07A
|s20p1001
|Being sent into a dream.
|-
|8196
|0x2004
|H02P99A
|s21p0501
|"THIS IS THE END OF YOU!" Palkia abducts the hero and partner at Sharpedo Bluff.
|-
|8197
|0x2005
|H02P99A
|s21p0501
|Dark pulsing. Palkia orb floats away from Sharpedo Bluff.
|-
|8198
|0x2006
|D41P41A
|s22p1110
|"This is all... a nightmare!" The hero wakes up and strikes Darkrai during Dark Crater Pit scene.
|-
|8199
|0x2007
|D39P32A
|s22p0203
|"There's a second... Cresselia?" Cresselia unmasks Darkrai.
|-
|8200
|0x2008
|D38P11A
|s21p0502
|Teleporting sound. Palkia giving chase after the hero and partner fall down pit in Spacial Rift.
|-
|8201
|0x2009
|D37P11A
|s20p0902
|The hero and partner arriving inside Azurill's dream. Also used in Palkia cutscenes. High pitched whoosh, slow.
|}


=== 7681 ===
===Event Main26 SE===
(Loop) Charging up Dusknoir's mouth attack (map D28P44A, [[Acting Scene]] m25a0101).
{|class="wikitable"
!ID
!ID Hex
!Map
!Acting Scene
!Description
|-
|8449
|0x2101
|None
|None
|Silence.
|-
|8450
|0x2102
|P11P02A
|m25a0404
|The Rainbow Stoneship arriving at the bridge.
|-
|8451
|0x2103
|D30P33A
|m26a0102
|The partner tumbling down the steps at Temporal Pinnacle, after setting the Time Gears.
|-
|8452
|0x2104
|None
|None
|Another "sweat drop" copy? Probably unused.
|-
|8453
|0x2105
|None
|None
|More "sweat drop".
|-
|8454
|0x2106
|P13P01A
|m26a0401
|(Loop) The light that swallows the hero at the end of the main story. Also used in Relic Fragment and Special Episode 5 scenes.
|-
|8455
|0x2107
|D30P33A
|m26a0102
|Crumbling rocks. Used in Temporal Pinnacle scene after defeating Primal Dialga.
|-
|8456
|0x2108
|None
|None
|Wipe-like sound. Might be unused.
|-
|8457
|0x2109
|None
|None
|Electric wipe sound. Might be unused.
|-
|8458
|0x210A
|D30P33A
|m26a0201
|A recovered Dialga shows vision to the hero and partner.
|-
|8459
|0x210B
|P13P01A
|m26a0401
|The hero disappears, final sound.
|-
|8460
|0x210C
|None
|None
|PSG stomp? Might be unused.
|-
|8461
|0x210D
|None
|None
|Fiery noise. Might be unused.
|-
|8462
|0x210E
|D30P33A
|m26a0102
|Time Gears set in place.
|-
|8463
|0x210F
|V24P03A
|m24a0205
|Lapras starts flying.
|}


=== 7682 ===
===Event Sub23 SE===
"Now! Go!" (attacking Dusknoir), entering the portal?
{|class="wikitable"
!ID
!ID Hex
!Map
!Acting Scene
!Description
|-
|8705
|0x2201
|D41P41A
|s22p1401
|Darkrai's Dimensional Hole shatters into pieces.
|-
|8706
|0x2202
|D41P41A
|s22p1401
|Darkrai conjures up Dimensional Hole.
|-
|8707
|0x2203
|D41P41A
|s22p1401
|"THERE IS NO ESCAPE!" Palkia attacks Darkrai and the Dimensional Hole.
|-
|8708
|0x2204
|D41P41A
|s22p1401
|Palkia charges attack aimed at Darkrai.
|-
|8709
|0x2205
|None
|None
|Very unusual yapping sound? Might be unused.
|-
|8710
|0x2206
|
|
|Giving an item. Used in many scenes.
|-
|8711
|0x2207
|
|
|Wigglytuff's door opening (such as in Chapter 2).
|-
|8712
|0x2208
|S02P01A
|m00a01a
|(Loop) Reading aura in personality quiz.
|-
|8713
|0x2209
|
|
|Collecting coins.
|-
|8714
|0x220A
|
|
|Ingesting, liquid sound.
|-
|8715
|0x220B
|
|
|Xatu's screech.
|-
|8716
|0x220C
|T01P02A
|
|Sounds like a spike trap? Not sure how this is used.
|-
|8717
|0x220D
|None
|None
|Baton Pass.
|-
|8718
|0x220E
|G01P04A
|
|Swap Shop.
|-
|8719
|0x220F
|None
|None
|(Loop) Blip sound? Might be unused.
|-
|8720
|0x2210
|G01P03A
|m03a1203
|Belly/Hungry, often used with actor effect SetEffect(88, 3);
|-
|8721
|0x2211
|None
|None
|Something's stirring... (spending too much time on dungeon floor)
|-
|8722
|0x2212
|None
|None
|It's getting closer... (spending too much time on dungeon floor)
|}


=== 7683 ===
===Event Sub SE===
Yet another "fade to white" sort of sound (map D28P44A, [[Acting Scene]] m25a0101).
{|class="wikitable"
!ID
!ID Hex
!Map
!Acting Scene
!Description
|-
|8961
|0x2301
|
|
|Sweat drop sound, to be used with actor effect SetEffect(92, 3); This one is for the '''slow drop from the side'''.
|-
|8962
|0x2302
|
|
|Question. Confused. Wondering. To be used with actor effect SetEffect(89, 3);
|-
|8963
|0x2303
|
|
|Doubled version of #8962.
|-
|8964
|0x2304
|
|
|Exclamation mark. Noticing. To be used with actor effect SetEffect(88, 3);
|-
|8965
|0x2305
|
|
|Surprised, higher pitched, to be used with actor effect SetEffect(88, 3);
|-
|8966
|0x2306
|
|
|Making a discovery.
|-
|8967
|0x2307
|
|
|Short, "noticing something", "Hey!", "Oh, I remember", sound, used with actor effect SetEffect(88, 3); or  SetEffect(91, 3);
|-
|8968
|0x2308
|
|
|Shocked! To be used with actor effect SetEffect(91, 3);
|-
|8969
|0x2309
|D08P11A
|m09a0301
|Shocked 2! Often in a negative context.
|-
|8970
|0x230A
|
|
|Loudred angry, wake up? Maybe generic angry? It's a doubled version of #8971. Used with ExecuteCommon(CORO_JUMP_ANGRY_FUNC_SERIES, 0);
|-
|8971
|0x230B
|
|
|Angry, used with actor effect SetEffect(94, 3);
|-
|8972
|0x230C
|
|
|Sweat drop, being surprised, "stunned" sort of sound, used with actor effect SetEffect(171, 3); This one is for the '''multiple small drops'''.
|-
|8973
|0x230D
|
|
|Surprise? Being found out? Used with SetEffect(448, 3); or SetEffect(88, 3);
|-
|8974
|0x230E
|
|
|Surprised short jump, to be used with actor execute common: ExecuteCommon(CORO_JUMP_SURPRISE_FUNC_SERIES, 0)
|-
|8975
|0x230F
|
|
|Hush! Angry! Annoyed! Used with ExecuteCommon(CORO_JUMP_ANGRY_FUNC_SERIES, 0);
|-
|8976
|0x2310
|None
|None
|Bell/correct sound. Probably used in Sentry Duty.
|-
|8977
|0x2311
|None
|None
|Incorrect sound, probably used in Sentry Duty.
|-
|8978
|0x2312
|
|
|Being noticed, "Hey!". To be used with actor effect SetEffect(174, 3); or SetEffect(88, 3);
|-
|8979
|0x2313
|V03P08A
|t01p0501
|Title reveal. Only used in Explorers of Time and Darkness.
|}


=== 7684 ===
===Event Side01 SE===
Dialga collapsing?
{|class="wikitable"
!ID
!ID Hex
!Map
!Acting Scene
!Description
|-
|9217
|0x2401
|G01P10C
|n01a0703
|(Loop) Loudred snoring.
|-
|9218
|0x2402
|D42P41A
|n01a1904
|Short buzzing with a small whoosh.
|-
|9219
|0x2403
|D42P41A
|n01a1904
|Start of almost a jingle related to the Wigglytuff Guild rules, Special Episode 1.
|-
|9220
|0x2404
|D42P41A
|n01a1904
|Part of the above jingle/chime.
|-
|9221
|0x2405
|D42P41A
|n01a1904
|"Three! Smiles go for miles!" Continuation of the above jingle.
|-
|9222
|0x2406
|D42P41A
|n01a1904
|Continuation of that jingle/chime thing, the end.
|-
|9223
|0x2407
|D42P31A
|n01a2301
|"Guildmaster! You can't do that!" Wigglytuff struggling against the guild members.
|-
|9224
|0x2408
|D42P42A
|n01a3101
|Jirachi has been defeated and starts to wake.
|-
|9225
|0x2409
|D42P42A
|n01a3101
|Jirachi is surrounded by light...
|-
|9226
|0x240A
|D42P42A
|n01a3101
|Jirachi continued...
|-
|9227
|0x240B
|D42P42A
|n01a3101
|Jirachi has awoken.
|}


=== 7686 ===
===Bank Side02 SE===
Being struck down.
{|class="wikitable"
!ID
!ID Hex
!Map
!Acting Scene
!Description
|-
|9474
|0x2502
|D43P31A
|n02a0901
|Ominous growl, Armaldo tries to scare Banette, Skorupi and Igglybuff.
|-
|9475
|0x2503
|D43p31A
|n02a0901
|Louder Armaldo growl.
|-
|9476
|0x2504
|None
|None
|Bonk. Might be unused.
|-
|9477
|0x2505
|D43P31A
|n02a0901
|Quiet rustling sound, Armaldo-related.
|-
|9478
|0x2506
|D43P31A
|n02a0901
|Armaldo slashing air, trying to scare Igglybuff.
|-
|9479
|0x2507
|D43P31A
|n02a0901
|Loud Armaldo growl, still trying to scare Igglybuff
|}


=== 7687 ===
==Internal Names==
A stack of wooden blocks falling over?
<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.


=== 7688 ===
System SE
Grovyle doing something? "Fade to white" kind of sound.
se_sys.sed, inside the SOUND/SYSTEM folder.


=== 7689 ===
SE_NUM_SYS_01
Sound like "loading"/charging a portal? (map D28P33A, [[Acting Scene]] m25a0401)
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


=== 7690 ===
The following sound effects are all found inside the SOUND/SE folder.
Dialga being Dialga. Sounds like a short strong attack.


=== 7691 ===
Motion SE
(Loop) Electrical discharge, more intense.
motion.sed


=== 7692 ===
SE_NUM_EFF_MIDDLE_DAMAGE
Fire blasting? "It's incredible! Red clouds are swirling!" (map D30P41A, [[Acting Scene]] m25a1101)
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


=== 7693 ===
Motion Sub SE
Loud lightning sound, used on Temporal Tower.
motion_s.sed


=== 7937 ===
SE_NUM_MOTION_MONEY
Falling in a trap.
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


=== 7938 ===
Stats SE
Running away quickly.
state.sed


=== 7939 ===
SE_NUM_EFF_AT_UP
Falling into a pit?
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


=== 7940 ===
Trap SE
(Loop) Something related to Grand Master, something going wrong/Bidoof taking off the leaf cover
trap.sed


=== 7941 ===
SE_NUM_TRAP_SEAL
Explosion.
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


=== 7942 ===
Move1 SE
Disarming pitfall?
waza1.sed


=== 7944 ===
SE_NUM_EFF_STAFF_BULLET
(Loop) Happy and clapping.
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


=== 7947 ===
Move2 SE
Crashing into something, destroying some things.
waza2.sed


=== 7948 ===
SE_NUM_EFF_ICE_BREAK
(Loop) Very low short buzzing sounds, something with Unown stones (map D32P12A, [[Acting Scene]] s04p0801).
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


=== 7949 ===
Move3 SE
Crossing the sea of time, something deep and slowly charging.
waza3.sed


=== 7950 ===
SE_NUM_EFF_POWER
(Loop) Aura / light affecting the player? Evolution sequence related?
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


=== 7951 ===
Move4 SE
Some like engulfing the player, related to and plays after 7950.
waza4.sed


=== 7952 ===
SE_WAZA_04_SED_DUMMY
Before fighting Dialga or another boss?
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


=== 7953 ===
Move5 SE
Hitting through! Regigigas attacks?
waza5.sed


=== 7954 ===
SE_NUM_EFF_BOUGYOSHIREI
Flute-like noise.
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


=== 7956 ===
Move6 SE
Breaking crystals?
waza6.sed


=== 7957 ===
SE_NUM_EFF_KIRIBARAI
Egg sound, kinda sounds like a "Confirm/OK" menu sound.
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


=== 7958 ===
Move7 SE
According to the game, this is what an egg hatching sounds like.
waza7.sed


=== 8194 ===
SE_NUM_EFF_MIRAKURUAI_1
Very interesting getting loot/opening treasure box sound (map D80P41A, [[Acting Scene]] m99a0129).
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


=== 8195 ===
Move8 SE
Being sent into a dream.
waza8.sed


=== 8196 ===
SE_NUM_EFF_ROKKURAIMU_1
Dialga attacking, "fade to white"-like.
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


=== 8197 ===
Move9 SE
Dark pulsing.
waza9.sed


=== 8198 ===
SE_NUM_EFF_BLACK_FOG
Wipe + interference sound?
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


=== 8199 ===
Move10 SE
Cresselia.
waza10.sed


=== 8200 ===
SE_WAZA_10_SED_DUMMY
Dialga making some sound, also used for teleporting maybe?
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


=== 8201 ===
Move11 SE
Something happening in a Palkia cutscene, high pitched whoosh, slow.
waza11.sed


=== 8454 ===
SE_NUM_EFF_GINIRONOKAZE
(Loop) The light that swallows the hero at the end of the main story.
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


=== 8455 ===
Move12 SE
The planet slowly falling apart.
waza12.sed


=== 8458 ===
SE_NUM_EFF_KUSUGURU
Yet another whoosh like Time Gear Dialga thing.
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


=== 8459 ===
Move 13 SE
Another sound in the player's disappearing sequence at the end of main game.
waza13.sed


=== 8462 ===
SE_NUM_EFF_NIGHTHEAD
Placing all the time gears.
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


=== 8705 ===
Move 14 SE
Beam-like attack hitting glass, Groudon?
waza14.sed


=== 8706 ===
SE_WAZA_14_SED_DUMMY
Some sort of sound related to Cresselia (map D41P41A, [[Acting Scene]] s22p1401).
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


=== 8707 ===
Move15 SE
There is no escape! Being attacked like fade to white sound, Darkrai attacking?
waza15.sed


=== 8708 ===
SE_NUM_EFF_ENTOU
(Loop) Long charging + "ready to fire now" sound.
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


=== 8710 ===
Event SE
Giving an item.
event.sed


=== 8711 ===
SE_NUM_EVENT_EFF_BOMB_LIGHT_02
Wigglytuff's door opening (such as in Chapter 2).
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


=== 8712 ===
Event Sub SE
(Loop) Reading aura in personality quiz.
event_s.sed


=== 8713 ===
SE_NUM_EVENT_SIGN_HATENA_02
Collecting coins.
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


=== 8714 ===
Event Main01 SE
Ingesting.
ev_m01.sed


=== 8715 ===
SE_NUM_EVENT_MAIN03_JUPUTORU_01_L
Xatu's screech.
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


=== 8717 ===
Event Main05 SE
Baton Pass.
ev_m05.sed


=== 8718 ===
SE_NUM_EVENT_MAIN07_TREE_02
Swap Shop.
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


=== 8719 ===
Event Main10 SE
(Loop)
ev_m10.sed


=== 8720 ===
SE_NUM_EVENT_MAIN10_BOMB
Belly/Hungry, often used with actor effect SetEffect(88, 3);
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


=== 8721 ===
Event Main14 SE
Something's stirring... (spending too much time on dungeon floor)
ev_m14.sed


=== 8722 ===
SE_NUM_EVENT_MAIN14_ELECTRIC_L
It's getting closer... (spending too much time on dungeon floor)
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


=== 8961 ===
Event Main18 SE
Sweat drop sound, to be used with actor effect SetEffect(92, 3); This one is for the '''slow drop from the side'''.
ev_m18.sed


=== 8962 ===
SE_NUM_EVENT_MAIN21_ANAHORI
Question. Confused. Wondering. To be used with actor effect SetEffect(89, 3);
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


=== 8964 ===
Event Main25 SE
Exclamation mark. Noticing. To be used with actor effect SetEffect(88, 3);
ev_m25.sed


=== 8965 ===
SE_NUM_EVENT_MAIN25_HAGURUMA_01
Surprised, higher pitched, to be used with actor effect SetEffect(88, 3);
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


=== 8966 ===
Event Main26 SE
Making a discovery.
ev_m26.sed


=== 8967 ===
SE_NUM_EVENT_MAIN26_HAGURUMA_01
Short, "noticing something", "Hey!", "Oh, I remember", sound, used with actor effect SetEffect(88, 3); or  SetEffect(91, 3);
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


=== 8968 ===
Event Sub01 SE
Shocked! To be used with actor effect SetEffect(91, 3);
ev_s01.sed


=== 8970 ===
SE_NUM_EVENT_SUB04_PUKURIN
Loudred angry, wake up? Maybe generic angry? It's twice. Used with ExecuteCommon(CORO_JUMP_ANGRY_FUNC_SERIES, 0);
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


=== 8971 ===
Event Sub10 SE
Angry, used with actor effect SetEffect(94, 3);
ev_s10.sed


=== 8972 ===
SE_NUM_EVENT_SUB12_LIGHT_01
Sweat drop, being surprised, "stunned" sort of sound, used with actor effect SetEffect(171, 3); This one is for the '''multiple small drops'''.
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


=== 8973 ===
Event Sub23 SE
Surprise? Being found out? Used with SetEffect(448, 3); or SetEffect(88, 3);
ev_s23.sed


=== 8974 ===
SE_NUM_ME_WIND_M
Surprised, to be used with actor execute common: ExecuteCommon(CORO_JUMP_SURPRISE_FUNC_SERIES, 0)
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


=== 8975 ===
Event Sub30 SE
Hush! Angry! Annoyed! Used with ExecuteCommon(CORO_JUMP_ANGRY_FUNC_SERIES, 0);
ev_s30.sed


=== 8976 ===
SE_NUM_EV_S30_ROLLONG_2
Bell.
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


=== 8977 ===
Event Side01 SE
Some sort of noise, not sure where it's from?
ev_e01.sed


=== 8978 ===
SE_NUM_EV_S01_CALL_01
Being noticed, "Hey!". To be used with actor effect SetEffect(174, 3); or SetEffect(88, 3);
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


=== 8979 ===
Event Side02 SE
Title reveal. Only used in Explorers of Time and Darkness.
ev_e02.sed


=== 9217 ===
SE_NUM_EV_SIDE02_PUTOUT
Dialga growling.
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


=== 9218 ===
Event Side03 SE
Short buzzing with a small whoosh.
ev_e03.sed


=== 9219 ===
SE_NUM_EV_S03_DOOR_OPEN
Start of almost a jingle related to the Wigglytuff Guild rules (map D42P41A, [[Acting Scene]] n01a1904, Special Episode 1).
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


=== 9220 ===
Event Side04 SE
Part of the above jingle/chime.
ev_e04.sed


=== 9221 ===
SE_NUM_EV_S04_LAVA_01
"Three! Smiles go for miles!" Continuation of the above jingle.
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


=== 9222 ===
Event Side06 SE
Continuation of that jingle/chime thing, the end.
ev_e06.sed


=== 9223 ===
SE_NUM_EV_S06_BATTLE_IN
Either playing wooden drums or large wooden blocks falling over, or something like that.
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


=== 9224 ===
Event Side08 SE
Sleepy Jirachi.
ev_e08.sed


=== 9225 ===
SE_NUM_EV_S08_FORWARD_01
Something "charging up", getting more intense, used in Bidoof Special Episode.
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


=== 9226 ===
Event Side09 SE
Jirachi doing something.
ev_e09.sed


=== 9227 ===
SE_NUM_EV_S09_CRACKFLASH
Jirachi appearing.
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


=== 9474 ===
Event Side09b SE
Ominous growl of some legendary.
ev_e09b


=== 9475 ===
SE_NUM_EV_S09_AUROEA
Something happening, mix of whoosh and wind like sound with a bit of a chime, after that: Get out of here.
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


=== 9477 ===
Event Other01 SE
Short, relatively quiet, rustling.
ev_et1.sed


=== 9478 ===
SE_NUM_ETC01_PIII
Being struck down, short and sweet...? Or maybe used for something else? (map D43P31A, [[Acting Scene]] n02a0901).
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]]

Revision as of 15:45, 28 May 2025

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.

Sound Effects

These sound effects can be called with se_Play(X);, where "X" is the sound effect ID. Other functions may call sound effect IDs as well, including the ChangeTextSound ASM Patch.

A video by 25pi25 demonstrates some of the sound effects, sorted by ID.

Motion SE

ID ID Hex Map Acting Scene Description
266 0x10A None None Tail Whip.
267 0x10B None None Tail Whip, also.
279 0x117 None None Stat changes reset.

Stats SE

ID ID Hex Map Acting Scene Description
516 0x204 None None Doom Seed.
521 0x209 None None TM used.
523 0x20B None None Special Attack up.
525 0x20D None None Special Defense up.
527 0x20F None None PP restored.
529 0x211 None None Attack Speed up (from Chlorophyll, Swift Swim, or Unburden).
530 0x212 None None Wary Fighter activated.
531 0x213 P01P04A Defense up.
534 0x216 P01P04A Defense lowered.
536 0x218 None None Movement Speed up.
537 0x219 None None PP lost.
538 0x21A None None Movement Speed lowered.
542 0x21E None None Special Attack lowered.
547 0x223 None None Attack up.

Trap SE

ID ID Hex Map Acting Scene Description
776 0x308 None None Smoke puffs like the ones in Grudge Traps.
783 0x30F None None Grudge Trap and similar negative effects.

Move1 SE

ID ID Hex Map Acting Scene Description
1045 0x415 None None Earth Power.
1046 0x416 None None Agility windup.

Move2 SE

Move3 SE

Move4 SE

Move5 SE

ID ID Hex Map Acting Scene Description
2065 0x811 None None Feint windup.
2066 0x812 None None Feint impact.

Move6 SE

Move7 SE

Move8 SE

Move9 SE

ID ID Hex Map Acting Scene Description
3077 0xC05 None None Brine.
3092 0xC14 None None Night Slash.
3098 0xC1A None None Attract.
3101 0xC1D None None Reviver Seed activated.

Move10 SE

Move11 SE

ID ID Hex Map Acting Scene Description
3587 0xE03 None None Ancient Power windup.
3588 0xE04 None None Silver Wind.
3592 0xE08 None None Escape Orb.

Move12 SE

Move13 SE

ID ID Hex Map Acting Scene Description
4106 0x100A None None Confuse Ray.
4107 0x100B None None Rock Blast shot.
4108 0x100C None None Rock Blast impact.
4112 0x1010 None None Uproar, Beat Up, Rollcall Orb.
4118 0x1016 None None Sing.

Move14 SE

ID ID Hex Map Acting Scene Description
4353 0x1101 None None Run Away activated.
4359 0x1107 None None Leer.
4367 0x110F None None Facade.
4373 0x1115 None None Helping Hand.

Move15 SE

ID ID Hex Map Acting Scene Description
4609 0x1201 None None Evasion lowered.
4610 0x1202 None None Evasion up.
4613 0x1205 None None Poisoned.
4614 0x1206 None None Rain begins.
4615 0x1207 None None Cleanse Orb.
4624 0x1210 None None Swords Dance.
4628 0x1214 None None Whirlpool.
4631 0x1217 None None Yawn (both move and status).
4632 0x1218 None None Bubble.
4634 0x121A None None Sunlight.
4635 0x121B None None Max HP up.
4637 0x121D None None Hail begins.

Motion Sub SE

ID ID Hex Map Acting Scene Description
4867 0x1303 None None Stomach growling. (Belly warning)
4868 0x1304 None None Player or ally item pickup.
4869 0x1305 None None Enemy item pickup.
4870 0x1306 None None Miss 1.
4871 0x1307 None None Miss 2.
4872 0x1308 None None Player or ally money pickup.
4882 0x1312 None None Apple eaten.
4883 0x1313 None None Seed eaten.
4884 0x1314 None None Gummi eaten (also used for Golden Apple).
4890 0x131A None None HP restored.
4891 0x131B None None Move learned.

Event SE

ID ID Hex Map Acting Scene Description
5121 0x1401 D01P11B m01a0208 The small generic being hit sound that also is played in the first cutscene with Zubat and Koffing when they attack the partner.
5122 0x1402 Chatot flapping his wings.
5123 0x1403 Dinner time.
5124 0x1404 G01P01A m12a0102 Turning a page, handling paper.
5125 0x1405 D15P41A m14a0801 "The clouds parted over the Hidden Land!"
5126 0x1406 D28P44A m24a0804 Explosion, rocks falling.
5127 0x1407 D04P11A m05a0301 The partner touching the waterfall.
5128 0x1408 D38P11A s21p0502 Short and sweet explosion-like sound. Used in Spacial Rift cutscene.
5129 0x1409 D41P41A mdebug Smashing wall. Only seems to play in mdebug, which is an unused test cutscene.
5130 0x140A D04P31A m05d0616 (Loop) Big wall collapsing/world falling apart. Used in Waterfall Cave flood.
5131 0x140B D04P31A m05d0616 (Loop) Explosion, rocks falling. Also used in Waterfall Cave flood.
5132 0x140C Dimensional Scream intro.
5133 0x140D Dimensional Scream beginning, getting dizzy.
5134 0x140E (Loop) Dimensional Scream beginning, getting dizzy.
5135 0x140F D39P41A s22p0204 Cresselia teleports in front of Darkrai.
5136 0x1410 Boss wipe start.
5137 0x1411 (Loop) Clapping, used with actor SetEffect(90, 3);
5138 0x1412 (Loop) Big cheering! Usually used with actor execute ExecuteCommon(CORO_JUMP_HAPPY_FUNC_SERIES, 0); or SetEffect(90, 3);
5139 0x1413 Dimensional Scream end.
5140 0x1414 D30P41A m25a1101 Sounds like a more intense version of the sound before the boss fight/wipe. Used right before final battle with Primal Dialga during the main story.
5141 0x1415 Groudon stomp.
5142 0x1416 Groudon stomp 2.
5143 0x1417 VERY small hit sound, like used a few times right before a boss fight.
5144 0x1418 V15P03A m15b0908 Azelf sets up his crystal wall around the Crystal Lake.

Event Main01 SE

ID ID Hex Map Acting Scene Description
6401 0x1901 D12P41A m12a0801 Finding a Time Gear, sounds a bit like another wipe sound.
6402 0x1902 S04P01A m01a0101 The small electric discharge sound used in the game's opening cutscene.
6403 0x1903 S04P01A m01a0101 Generic fade to white sound, used for cutscene in beginning, entering the hidden lands, etc.
6404 0x1904 Step/dropping something onto a wet floor.
6405 0x1905 Heavier step.
6406 0x1906 D01P41A m01a0701 Zubat dropping the Relic Fragment in Beach Cave, and Skuntank dropping the Relic Fragment in Brine Cave.
6407 0x1907 None None Cartoon balloon is inflated? Might be unused.
6408 0x1908 G01P01B m02a0105 Gate to Wigglytuff's Guild opening.
6409 0x1909 None None Hitting wood. Might be unused.
6410 0x190A D01P11B m01a0702 Dropping, placing something.
6411 0x190B G01P05A m02a0110 Opening a box, including the Pokémon Exploration Team Kit.
6412 0x190C T01P01A m03a0301 Azurill tripping.
6413 0x190D Apple bouncing.
6414 0x190E Drowzee hitting the player accidentally.
6415 0x190F Alert, board update completed.
6416 0x1910 Turning over the board after updating the data.
6417 0x1911 G01P03A m06a0203 Drowzee fainting.
6418 0x1912 Magnezone police.
6419 0x1913 Grovyle running.
6420 0x1914 (Loop) Grovyle still running.
6421 0x1915 Grovyle dashing.
6422 0x1916 Yet another sound of dropping something.
6423 0x1917 Crystals falling/little laser beam?
6424 0x1918 Thunder? Cannon sounds? Heavy things rolling down a hill?
6425 0x1919 Thunder in the distance?

Event Main05 SE

ID ID Hex Map Acting Scene Description
6657 0x1A01 Used with the Tumble and Hurt animations, rolling (to a stop) after jumping through the waterfall.
6658 0x1A02 Click sound, pushing in the gem in Waterfall Cave.
6659 0x1A03 Click sound, pushing in the gem in Waterfall Cave.
6660 0x1A04 Splash, landing in hotsprings?
6661 0x1A05 G01P03A m06a0203 Skuntank's stink cloud (attacking the hero in guild scene).
6662 0x1A06 Small, quiet rustling.
6663 0x1A07 Placing something, with rustling after.
6664 0x1A08 Something not too heavy falling and hitting something.
6665 0x1A09 G01P05C m07a1001 Wigglytuff meltdown.
6666 0x1A0A Crowd whining.
6667 0x1A0B Turning a page?
6668 0x1A0C None None Familiar exclamation sound. Might be unused.
6669 0x1A0D (Loop) Crowd talking/discussing.
6670 0x1A0E None None Lighting up, activation sound? Might be unused.
6671 0x1A0F P03P01A m09a0605 Placing a stone in the Groudon statue's chest, set Relic Fragment and place Time Gears at Temporal Pinnacle.
6672 0x1A10 P03P01A m09a0606 Groudon statue's eyes light up.
6673 0x1A11 P03P01A m09a0606 Groudon statue gets surrounded by light.
6674 0x1A12 P03P02A m09a0701 Perfect Apple rolls onto scene from the left.
6675 0x1A13 D04P11A m05a0303 Jumping into the sea/water/waterfall, the sea "answering" Dugtrio.

Event Main10 SE

ID ID Hex Map Acting Scene Description
6913 0x1B01 D05P31A m07a0701 Skuntank and Koffing's noxious gas combo.
6914 0x1B02 D10P41A m10a0903 Heavy footsteps (Groudon illusion).
6915 0x1B03 D10P41A m10a0901 Very distant heavy footsteps (Groudon illusion).
6916 0x1B04 m10a0902 (Loop) The guild running through Steam Cave to reach the Fogbound Lake.
6917 0x1B05 D10P41A m10a1101 Hitting something/impact/crashing into small boxes. Another Groudon illusion sound.
6918 0x1B06 D10P41A m10a1101 Groudon illusion fainting and hitting the ground.
6919 0x1B07 D10P41A m10a1101 Groudon illusion getting surrounded by light.
6920 0x1B08 D10P41A m10a1101 Uxie releaving.
6921 0x1B09 P04P01C m10a1206 Uxie conjuring up Groudon illusion.
6922 0x1B0A P04P01C m10a1206 Transparent Groudon illusion, Cresselia fading away in dream sequence.
6923 0x1B0B G01P06B m08a0101 (Loop) Crowd whining. (Chatot interrupts dinner)
6924 0x1B0C D28P44A m25a0101 Dusknoir's final mouth attack.
6925 0x1B0D D12P41A m12a0801 Darkening skies (Amp Clearing, other boss scenes like Mesprit's).
6926 0x1B0E D12P41A m12a1001 Manectric/Luxray charging up final attack, exclusive to this scene.
6927 0x1B0F D12P41A m12a1001 Manectric/Luxray's final attack, exclusive to this scene.
6928 0x1B10 None None Sounds like a copy of the "sweat drop" sound effect. Not used in any scene.
6929 0x1B11 None None Looping rustling sound. Might be unused.
6930 0x1B12 Dialga thanks, Groudon scream.
6931 0x1B12 P04P01C m10a1208 Another transparent Groudon illusion sound. Exclusive to this scene.
6932 0x1B13 None None PSG explosion/strike sound. Might be unused.
6933 0x1B15 D10P21A m10a0701 Angry Groudon illusion going GRROOOOOOH...! Exclusive to this scene.
6934 0x1B16 Angry Groudon illusion in distance.
6935 0x1B17 P03P02A m10a0902 Guild members hearing very distant Groudon illusion footsteps. Exclusive to this scene.

Event Main14 SE

ID ID Hex Map Acting Scene Description
7169 0x1C01 Geyser.
7170 0x1C02 Something falling, not hitting.
7171 0x1C03 "Step away from the time gear!" Kinda also sounds like falling into water.
7172 0x1C04 Short and sweet "hitting someone and striking them down" sound.
7173 0x1C05 Falling into water? Maybe jumping into waterfall?
7174 0x1C06 (Loop)
7175 0x1C07 Short high generic ring for signaling that something happened because the player did something.
7176 0x1C08 D16P31A m15a0601 VERY LOUD high pitched "activation"-like sound.
7177 0x1C09 (Loop) Electrical discharging.
7178 0x1C0A D17P34A m15b0906 Azelf's eyes light up, activating failsafe. Exclusive to this scene.
7179 0x1C0B Short and sweet sound.
7180 0x1C0C Short and sharp impact, hitting something.
7181 0x1C0D "Grovyle vanished!"
7182 0x1C0E G01P04A m16a0601 Siren.
7183 0x1C0F Entering the Dimensional Hole.
7184 0x1C10 V16P02A m19b1014 Time travel inside the Dimensional Hole. Includes 3 whooshing sounds that sync with the cutscene for Dusknoir or Grovyle, the hero and the partner respectively.
7185 0x1C11 D26P42A m23a0706 Chatot collapses after attack by Kabutops/Omastar. Exclusive to this scene.
7186 0x1C12 P05P01A m17a0103 Primal Dialga's eyes light up. (First future scene with Dusknoir)
7187 0x1C13 P05P02A m17a0301 Future prison's cell door opens. Also used in other scenes including Aegis Cave walls opening.
7188 0x1C14 P05P02A m17a0301 Sableye winking, not looped. Used in future prison cell, stockade and some Darkrai scenes.
7189 0x1C15 P05P02A m17a0301 The hero and partner get blindfolded by the Sableye.
7190 0x1C16 None None Electric hit sound. Might be unused.
7191 0x1C17 P05P03A m17a0302 Grovyle takes out a Luminous Orb and blinds the Sableye, stockade scene.
7192 0x1C18 P05P03A m17a0302 Grovyle digs out.
7193 0x1C19 P05P04A m17a0401 (Loop) Grovyle, the hero and the partner run out of the prison.
7194 0x1C1A P05P04A m17a0401 The Sableye ready up to attack.
7195 0x1C1B T01P01A m16a0701 The Dimensional Hole closes after the hero and partner get dragged in. Exclusive to this scene.
7196 0x1C1C P05P04A m17a0401 (Loop) Sableye group slashing trapped heroes.
7197 0x1C1D V15P01A m15a0602 Crystal Crossing entrance rises out of the ground.

Event Main18 SE

ID ID Hex Map Acting Scene Description
7425 0x1D01 D21P41A m18b0902 "We are SPIRITOMB!"
7426 0x1D02 D21P41A m18b0902 "It can't be this..." Spiritomb's stone moves.
7427 0x1D03 D21P41A m18b0902 Spiritomb "activating".
7428 0x1D04 D21P41A m18b1301 Spiritomb's weakening aura(?) returns to its stone.
7429 0x1D05 D21P41A m18b1301 Spiritomb has been defeated and its "ghost" returns to its stone.
7430 0x1D06 D01P41A m01a0701 Common and short "Enemy skedaddles away" sound used in many scenes. Despite its position, Spiritomb uses #7447 instead.
7431 0x1D07 P09P01A m19b1001 Primal Dialga's eyes light up. Accompanied by visual background V19P01A.
7432 0x1D08 None None Odd dark whooshing sound. Might be unused.
7433 0x1D09 P08P01A m19a0601 Celebi appears.
7434 0x1D0A P09P01A m19b1001 Sky turns pitch black, Primal Dialga is coming.
7435 0x1D0B P09P01A m19b1007 Celebi time travels a short distance away.
7436 0x1D0C None None A short stomp? Might be unused.
7437 0x1D0D P09P01A m19b1007 (Loop) Primal Dialga counters Celebi's time travel. Accompanied by visual background V19P04A.
7438 0x1D0E V19P06A m19b1008 Glass breaking, stopping Celebi.
7439 0x1D0F P09P01A m19b1009 Celebi blinds Dusknoir and the Sableye and teleports away.
7440 0x1D10 Time Gear removed.
7441 0x1D11 None None Odd rustling sound. Might be unused.
7442 0x1D12 None None (Loop) Hard hits? Might be unused.
7443 0x1D13 D26P43A m23a0706 Kabutops and the Omastar drop down from the ceiling.
7444 0x1D14 P11P01A m23a1003 (Loop) Relic Fragment reacts to the Brine Cave wall pattern.
7445 0x1D15 Activating the Rainbow Stoneship.
7446 0x1D16 None None Loud PSG noise, similar to stat down sounds. Might be unused.
7447 0x1D17 D21P41A m18b1301 "R-r-run away!" Spiritomb runs off. Exclusive to this scene.
7448 0x1D18 P09P01A m19b1007 Primal Dialga's torso crystal lights up. Accompanied by visual background V19P05A.
7449 0x1D19 P11P01A m23a1003 (Loop) Pattern on Brine Cave wall reacts to the Relic Fragment.
7450 0x1D1A H01P99A m20a0202 The partner opens up the entrance to Sharpedo Bluff.

Event Main25 SE

ID ID Hex Map Acting Scene Description
7681 0x1E01 D28P44A m25a0101 (Loop) Charging up Dusknoir's mouth attack.
7682 0x1E02 D28P44A m25a0101 "Now! Go!" Deflecting Dusknoir's final attack (cuts off in-game, the full effect is longer)
7683 0x1E03 D28P44A m25a0101 Dusknoir gets hit by deflected mouth attack (fade to white).
7684 0x1E04 D28P44A m25a0101 Dusknoir hitting the ground.
7685 0x1E05 None None Grabbing sound? Might be unused.
7686 0x1E06 D28P44A m25a0302 Grovyle pushing Dusknoir.
7687 0x1E07 D28P44A m25a0302 Grovyle dropping the Time Gears.
7688 0x1E08 D28P44A m25a0302 Grovyle and Dusknoir enter the Dimensional Hole.
7689 0x1E09 D28P33A m25a0401 The Rainbow Stoneship takes off.
7690 0x1E0A D17P45A m15b1001 Grovyle attacks the partner at the Crystal Lake. Also used in some other scenes.
7691 0x1E0B D30P41A m25a1101 (Loop) Electrical discharge, more intense. "It's incredible! Red clouds are swirling!"
7692 0x1E0C D30P41A m25a1101 Temporal Pinnacle earthquake, sounds like fire.
7693 0x1E0D D30P41A m25a1101 Loud lightning sound, used on Temporal Pinnacle.

Event Sub01 SE

ID ID Hex Map Acting Scene Description
7937 0x1F01 D31P31A s01p0601 Trap opens up.
7938 0x1F02 Falling into a pit.
7939 0x1F03 Hitting the ground after falling into a pit.
7940 0x1F04 D31P41A s01p0602 The Grand Master's pitfall trap closes.
7941 0x1F05 D31P41A s01p0602 The Grand Master's pitfall trap finishes closing.
7942 0x1F06 D31P31A s01p0801 Only used during uncommon 2nd attempt cutscene; Wigglytuff runs into the hero and partner, pushing them into the hole again.
7943 0x1F07 T01P01A m16a0701 "It's too soon for farewells!" Dusknoir grabs the hero and partner.
7944 0x1F08 (Loop) Party popper and clapping.
7945 0x1F09 None None (Loop) Beam of light? Might be unused.
7946 0x1F0A None None Placing something? Might be unused.
7947 0x1F0B G01P04A s04p0101 "YOOM...TAH!" Wigglytuff destroys his chamber to find the Aegis Cave key.
7948 0x1F0C D32P12A s04p0801 (Loop) Very low short buzzing sounds. Opening an Aegis Cave path using Unown Stones.
7949 0x1F0D D32P12A s04p0801 Aegis Cave path opens with a blast of light.
7950 0x1F0E D32P31A s04p0601 Regice/Regirock/Registeel turning into light after getting defeated. "A mysterious light enveloped [player]!"
7951 0x1F0F D32P31A s04p0601 "The guardian's permission was granted!"
7952 0x1F10 D32P44A s04p1801 Another wipe sound. only used in rematches against Regigigas.
7953 0x1F11 D32P44A s04p1901 Regigigas strikes the ground in post-defeat cutscene.
7954 0x1F12 None None Flute-like noise. Might be unused.
7955 0x1F13 None None Another copy of "sweat drop" noise? Might be unused.
7956 0x1F14 D79P41A s02p0701 Scizor's ice prison shatters.
7957 0x1F15 H02P99A s03p0301 Manaphy egg close to hatching. Kinda sounds like a "Confirm/OK" menu sound.
7958 0x1F16 H02P99A s03p0301 Manaphy egg hatches, accompanied by visual light effects.

Event Sub10 SE

ID ID Hex Map Acting Scene Description
8193 0x2001 S00P01A dopen Special Mission letter bursting into flame(?) and deleting itself.
8194 0x2002 D80P41A m99a0129 Very interesting getting loot/opening treasure box sound.
8195 0x2003 G01P07A s20p1001 Being sent into a dream.
8196 0x2004 H02P99A s21p0501 "THIS IS THE END OF YOU!" Palkia abducts the hero and partner at Sharpedo Bluff.
8197 0x2005 H02P99A s21p0501 Dark pulsing. Palkia orb floats away from Sharpedo Bluff.
8198 0x2006 D41P41A s22p1110 "This is all... a nightmare!" The hero wakes up and strikes Darkrai during Dark Crater Pit scene.
8199 0x2007 D39P32A s22p0203 "There's a second... Cresselia?" Cresselia unmasks Darkrai.
8200 0x2008 D38P11A s21p0502 Teleporting sound. Palkia giving chase after the hero and partner fall down pit in Spacial Rift.
8201 0x2009 D37P11A s20p0902 The hero and partner arriving inside Azurill's dream. Also used in Palkia cutscenes. High pitched whoosh, slow.

Event Main26 SE

ID ID Hex Map Acting Scene Description
8449 0x2101 None None Silence.
8450 0x2102 P11P02A m25a0404 The Rainbow Stoneship arriving at the bridge.
8451 0x2103 D30P33A m26a0102 The partner tumbling down the steps at Temporal Pinnacle, after setting the Time Gears.
8452 0x2104 None None Another "sweat drop" copy? Probably unused.
8453 0x2105 None None More "sweat drop".
8454 0x2106 P13P01A m26a0401 (Loop) The light that swallows the hero at the end of the main story. Also used in Relic Fragment and Special Episode 5 scenes.
8455 0x2107 D30P33A m26a0102 Crumbling rocks. Used in Temporal Pinnacle scene after defeating Primal Dialga.
8456 0x2108 None None Wipe-like sound. Might be unused.
8457 0x2109 None None Electric wipe sound. Might be unused.
8458 0x210A D30P33A m26a0201 A recovered Dialga shows vision to the hero and partner.
8459 0x210B P13P01A m26a0401 The hero disappears, final sound.
8460 0x210C None None PSG stomp? Might be unused.
8461 0x210D None None Fiery noise. Might be unused.
8462 0x210E D30P33A m26a0102 Time Gears set in place.
8463 0x210F V24P03A m24a0205 Lapras starts flying.

Event Sub23 SE

ID ID Hex Map Acting Scene Description
8705 0x2201 D41P41A s22p1401 Darkrai's Dimensional Hole shatters into pieces.
8706 0x2202 D41P41A s22p1401 Darkrai conjures up Dimensional Hole.
8707 0x2203 D41P41A s22p1401 "THERE IS NO ESCAPE!" Palkia attacks Darkrai and the Dimensional Hole.
8708 0x2204 D41P41A s22p1401 Palkia charges attack aimed at Darkrai.
8709 0x2205 None None Very unusual yapping sound? Might be unused.
8710 0x2206 Giving an item. Used in many scenes.
8711 0x2207 Wigglytuff's door opening (such as in Chapter 2).
8712 0x2208 S02P01A m00a01a (Loop) Reading aura in personality quiz.
8713 0x2209 Collecting coins.
8714 0x220A Ingesting, liquid sound.
8715 0x220B Xatu's screech.
8716 0x220C T01P02A Sounds like a spike trap? Not sure how this is used.
8717 0x220D None None Baton Pass.
8718 0x220E G01P04A Swap Shop.
8719 0x220F None None (Loop) Blip sound? Might be unused.
8720 0x2210 G01P03A m03a1203 Belly/Hungry, often used with actor effect SetEffect(88, 3);
8721 0x2211 None None Something's stirring... (spending too much time on dungeon floor)
8722 0x2212 None None It's getting closer... (spending too much time on dungeon floor)

Event Sub SE

ID ID Hex Map Acting Scene Description
8961 0x2301 Sweat drop sound, to be used with actor effect SetEffect(92, 3); This one is for the slow drop from the side.
8962 0x2302 Question. Confused. Wondering. To be used with actor effect SetEffect(89, 3);
8963 0x2303 Doubled version of #8962.
8964 0x2304 Exclamation mark. Noticing. To be used with actor effect SetEffect(88, 3);
8965 0x2305 Surprised, higher pitched, to be used with actor effect SetEffect(88, 3);
8966 0x2306 Making a discovery.
8967 0x2307 Short, "noticing something", "Hey!", "Oh, I remember", sound, used with actor effect SetEffect(88, 3); or SetEffect(91, 3);
8968 0x2308 Shocked! To be used with actor effect SetEffect(91, 3);
8969 0x2309 D08P11A m09a0301 Shocked 2! Often in a negative context.
8970 0x230A Loudred angry, wake up? Maybe generic angry? It's a doubled version of #8971. Used with ExecuteCommon(CORO_JUMP_ANGRY_FUNC_SERIES, 0);
8971 0x230B Angry, used with actor effect SetEffect(94, 3);
8972 0x230C Sweat drop, being surprised, "stunned" sort of sound, used with actor effect SetEffect(171, 3); This one is for the multiple small drops.
8973 0x230D Surprise? Being found out? Used with SetEffect(448, 3); or SetEffect(88, 3);
8974 0x230E Surprised short jump, to be used with actor execute common: ExecuteCommon(CORO_JUMP_SURPRISE_FUNC_SERIES, 0)
8975 0x230F Hush! Angry! Annoyed! Used with ExecuteCommon(CORO_JUMP_ANGRY_FUNC_SERIES, 0);
8976 0x2310 None None Bell/correct sound. Probably used in Sentry Duty.
8977 0x2311 None None Incorrect sound, probably used in Sentry Duty.
8978 0x2312 Being noticed, "Hey!". To be used with actor effect SetEffect(174, 3); or SetEffect(88, 3);
8979 0x2313 V03P08A t01p0501 Title reveal. Only used in Explorers of Time and Darkness.

Event Side01 SE

ID ID Hex Map Acting Scene Description
9217 0x2401 G01P10C n01a0703 (Loop) Loudred snoring.
9218 0x2402 D42P41A n01a1904 Short buzzing with a small whoosh.
9219 0x2403 D42P41A n01a1904 Start of almost a jingle related to the Wigglytuff Guild rules, Special Episode 1.
9220 0x2404 D42P41A n01a1904 Part of the above jingle/chime.
9221 0x2405 D42P41A n01a1904 "Three! Smiles go for miles!" Continuation of the above jingle.
9222 0x2406 D42P41A n01a1904 Continuation of that jingle/chime thing, the end.
9223 0x2407 D42P31A n01a2301 "Guildmaster! You can't do that!" Wigglytuff struggling against the guild members.
9224 0x2408 D42P42A n01a3101 Jirachi has been defeated and starts to wake.
9225 0x2409 D42P42A n01a3101 Jirachi is surrounded by light...
9226 0x240A D42P42A n01a3101 Jirachi continued...
9227 0x240B D42P42A n01a3101 Jirachi has awoken.

Bank Side02 SE

ID ID Hex Map Acting Scene Description
9474 0x2502 D43P31A n02a0901 Ominous growl, Armaldo tries to scare Banette, Skorupi and Igglybuff.
9475 0x2503 D43p31A n02a0901 Louder Armaldo growl.
9476 0x2504 None None Bonk. Might be unused.
9477 0x2505 D43P31A n02a0901 Quiet rustling sound, Armaldo-related.
9478 0x2506 D43P31A n02a0901 Armaldo slashing air, trying to scare Igglybuff.
9479 0x2507 D43P31A n02a0901 Loud Armaldo growl, still trying to scare Igglybuff

Internal Names

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

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