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@CraftedCart
Created October 13, 2017 20:36
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MKB2 *.rel String Dump
>>>> STRINGDUMP OF >>>>>>>>>>>>> mkb2.baseball.rel <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<
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. 0 . .00 . . . . 0 . . .0. . . . .00 . .0. . . 0 . .0 0 . .0. . .0. . 00. . . . .0. . . 0 . . . . 00. . 0 . . 0 . .0..0. . .00000. . .00 . . . . 00. . 00. . . . .00 . . 00000 . . 0 .0. . . . . . . 00. . . . . 000000. . . . . 00. . . . . . . 0 .. 00. . . . . . 0000. . . . . . . . . . . . 0000. . . . . . 00. . 00. . . . . 00. 00. . . . . . . . . . . 00. 00. . . . . 00. .. . .00 . . .00 . . 00. . . . . . . . . . 00. . .00 . . .00 . . . . . 000000. . . . .000. . . . . . . 000 . . . . 000000. . . .. . . . . . . . . . . . 0000000000000000. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . .00 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 00. . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . 0000. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 000000. . . . . . . . . . . . . . .. . . . . . . . . . . . . .0000000000 . . . . . . . . . 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333334//mkb2.main_loop.rel
RELOCATION ASPECT0 LOADED
RELOCATION ASPECT0 PURGED
Error: A called an unlinked function.
Address: Back Chain LR Save
0x%08x: 0x%08x 0x%08x
aspect0.c
module: %08X
cannot OSAlloc
[baseball] MainHeap %x
[baseball] StageHeap %x
[baseball] BackgroundHeap %x
[baseball] CharaHeap %x
[baseball] ReplayHeap %x
[CHECK]*************************
MainHeap %x %x
StageHeap %x %x
BackgroundHeap %x %x
CharaHeap %x %x
info->mode >> %d
info->stadium >> %d
info->inning >> %d
info->com_level >> %d
info->team[0] >> %d
info->team[1] >> %d
stadium >>
banana stadium
monkey dome
game mode >>
1p vs 2p
1p vs com
tournament
1p char >>
aiai
meemee
baby
gongon
2p char >>
1P port >>
2P port >>
stop jingle
PA7#
YJ#A'
ffA{
pos x >> %f
pos y >> %f
pos z >> %f
rot x >> %f
rot y >> %f
rot z >> %f
MOT_jumper01
MOT_jumper02
MOT_jumper03
MOT_jumper04
MOT_jumper05
MOT_jumper06
MOT_jumper07
leftblock
centerblock
simple_cols_centerblock
simple_cols_leftblock
simple_cols_rightblock
simple_cols_studium
jungle_studium
NOCOLI_kamifunsya
rightblock
back_block
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bbstage.c
mdl_banana_st.gma
mdl_banana_st.tpl
mdl_monkey_dm.gma
mdl_monkey_dm.tpl
stage
bball_obj.tpl
bball_obj.gma
stop_kind >> %d
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bbl_op
bbl_looret_int
bbl_looret
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!!!!!!!!!! Get Sprite Work ERROR !!!!!!!!!!
1P - Press the A Button to stop the wheel! The
order of the pockets and the number of the jump
boards change according to the outcome.
2P - Press the A Button to stop the wheel! The
COM stops the wheel. The order of the pockets
and the number of the jump boards change
according to the outcome.
Normal Shift:
A basic shift. You will have three jump boards.
Homerun Shift:
All jump boards appear, but all pockets become Out
pockets. You will have all the jump boards.
Right Shift:
Hit pockets move to the right side. You will have
the jump boards on the right.
Left Shift:
Hit pockets move to the left side. You will have the
jump boards on the left.
Hit Shift:
All pockets become One Base hits. You will have
no jump boards.
Center Shift:
Hit pockets move to the center. You will have jump
boards in the center.
Half Out:
Half of the pockets become Out pockets. You will
have two jump boards.
Lucky Seven:
All pockets become Hit pockets.
You will have three jump boards.
/snd/adp/%s.adp
BGM Length 0x%x
Stream Length 0x%x
Stream Length 0x%x
snd/mkb
%s.pool
%s.proj
%s.samp
%s.sdir
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"d&A
how to
Monkey Baseball controls
Exhibition Mode Rules
Tournament Mode Rules
About the Wheel (Part1)
About the Wheel (Part2)
Monkey Tennis Controls
Singles Mode Rules
Doubles Mode Rules
START/PAUSE
Pause Menu
Pausenmen
Menu pause
Pausa
Menu pausa
/bcff0000/
/bcff0000/
/bcff0000/
Control Stick
/bcff0000/Before throwing
/bcff0000/the ball
Position change
/bcff0000/After throwing
-Pitch ball-
Push up for Slow ball
Push down for
Speed ball
Push right or left for
Direction controls
/bcff0000/After the ball
/bcff0000/gets hit
-Defense side-
Change Defense
position to
catch the ball
/bcff0000/
/bcff0000/
A Button
/bcff0000/Pitcher
Throw the ball.
/bcff0000/Batter
Hit the ball.
/bcff0000/
L,R Button
/bcff0000/Pitcher Side
Change your defense position
Character
movement
Hit the ball in
the direction
you press the
Control Stick.
Top Spin
(Fast and High)
B Button
Slice Spin
(Slow and Low)
X Button
Y Button
View score
"(*+
#"$%&,
The pitcher should perform a nice roll so the
batter doesn't make a hit or a homer!
Batter must swing at the right time to hit the
ball! Hit the rolling ball!
If the ball falls into one base, two base, or three base
pockets, the next batter is up!
If the ball hits the jump board, it will jump to the
stands and become a homerun!
If the ball falls into the Out pocket or is caught by
the other team, it is Out. After 3 Outs your turn is over.
Spin the wheel each inning. Depending on what number you get,
the position of the pockets and the jump boards change.
Normal Shift:
A basic shift occurs when the wheel stops at the No-symbol outcome.
Homerun Shift:
All jump boards appear, and all pockets become Out pockets.
Right Shift:
Hit pockets move to the right side.
Left Shift:
Hit pockets move to the left side.
Hit Shift:
All pockets become One Base hits.
Center Shift:
Hit pockets move to the center.
Half Out:
Half of the pockets become Out pockets.
Lucky Seven:
On the seventh match, Non-symbol outcomes become lucky zones.
Points are named 15,30,40. The Player who
gets 4 points first wins the game.
If the score is tied at 3 points, a Deuce occurs.
You continue to play until the difference is 2.
The player who wins the determined number of
games wins the set.
The first player to win the majority of the
determined number of sets wins the match.
You can smash if you hit the ball just on the Smash
Mark which appears on the ground!
pages
Back
Retour
Indietro
Next
Weiter
Suiv.
Sig.
Succ.
Movement
Bewegen
Mov.
Muovi
Return
%d/%d
!"#$
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[MONKEY BOAT] LOADED
[MONKEY BOAT] PURGED
Error: A called an unlinked function.
Address: Back Chain LR Save
0x%08x: 0x%08x 0x%08x
boat.c
static BOAT_CPU cpu_crs??_path??[] = {
BOAT_CPU_END
{ %6.2f, %4.2f, % d },
ITEMBOX
MISSILE01
SPLASH
BOAT_COVER_H
BOAT_COVER_L
TAR_IND_MAP_A
pen_ocean1
TAR_WATER_SPEC
WAVE_EFFECT01_vtx
MISSILE02
SPIRAL_B_vtx
MISSILE03
WHALE_WATER
WAVE_EFFECT02
TAR_IND_MAP_B
TAR_IND_MAP_C
SPLASH_B
SPIRAL_B2_vtx
WHALE_WATER_C
WHALE_WATER_B
MIZUBASHIRA_A
BANANA_KAYAK
SUB_ENGINE_L
SUB_SCOPE
SUB_SCREW
ITEM_A
ITEM_B
ITEM_C
ITEM_D
BALL_COLOR
BALL_COLOR_L1
BALL_COLOR_L2
BALL_COLOR_L3
BOWL_BOMB01
BOWL_BOMB02
BOWL_BOMB03
BOWL_BOMB04
BOWL_BOMB05
BOWL_BOMB06
BOWL_BOMB07
BOWL_BOMB08
BOWL_BOMB09
BOWL_BOMB10
BOWL_BOMB11
BOWL_BOMB12
BOWL_BOMB13
BOWL_BOMB14
BOWL_BOMB15
BOWL_BOMB16
BOWL_BOMB17
BOWL_BOMB18
BOWL_BOMB19
BOWL_BOMB20
BOWL_BOMB21
BOWL_BOMB22
BOWL_BOMB23
BOWL_BOMB24
BOWL_BOMB25
BOWL_BOMB26
BOWL_BOMB27
BOWL_BOMB28
BOWL_BOMB29
BOWL_BOMB30
BOWL_BOMB31
BOWL_BOMB32
BOWL_BOMB33
BOWL_BOMB34
BOWL_BOMB35
BOWL_BOMB36
BOWL_BOMB37
BOWL_BOMB38
BOWL_BOMB39
path rate:%f
SE_SCREW_L
SE_SCREW_R
READY
GOAL
ADD_LAP
RETIRE
REVERSE
ITEM_USE_REQ
ITEM_ROTATE_REQ
OBST_ARRESTED
WAVE_EXIST
WHALE_SPLASH
ITEM_GET
GOAL_VIEW
PDL_OFF
CHECKPOINT
DIVE_NOW
FORCE_FIRE
TIMING_BAR_L_SHINE
TIMING_BAR_R_SHINE
position error(%d)
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now (%f, %f, %f)
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boat_wave.c
WAVE_GRID%02d_NODISP_vtx
WAVE_GRID%d_vtx
FALL01
FALL02
FALL03
boat_wave.c: get_offset_triangle: too small triangle
FLOWER GARDEN SIDE
WOODY ARCH RIVER
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ROUND %d
FINAL ROUND
TIME BONUS
FINAL LAP
%02d;%02d<%02d
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speed
lap time
lap time(now) base
item
REVERSE
GOAL!!
RETIRE
TOTAL %d POINT
TOTAL %d POINTS
%dP rank:%d
GET %d POINT!
GET %d POINTS!
99 POINTS
COM%d
PLAYER%d
%2d POINT
%2d POINTS
REPLAY
REPLAY ARROW
99;99<99
RESULT
TOTAL TIME
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%dP MAP
BEST RECORD\
NEW RECORD[
LIVE BASE
LIVE STAR
boat_particle.c
obst request : max
boat_vortex.c
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RELOCATION DOGFIGHT LOADED
RELOCATION DOGFIGHT PURGED
Error: A called an unlinked function.
Address: Back Chain LR Save
0x%08x: 0x%08x 0x%08x
dogfight.c
BM3>
M3>C
BM3>C
BM3>
M3>C
BM3>C
BM3>
M3>D
BM3>D
SELECTOR
%d PLAYER(S)
COM ON
COM OFF
PRESS A BUTTON TO START
?333?s33@
MISSILE"HIT
SHOT"DOWN
CHANCE"TIME
/cd8187/
TIME UP
LOSE
DRAW
SEP TATE
SEP YOKO
LIVE BASE
LIVE STAR
CHANCE TIME
NOCOLI_MOT_MATO_LV1Z
NOCOLI_MOT_MATO_LV1Z_B
NOCOLI_MOT_MATO_LV2Z
NOCOLI_MOT_MATO_LV2Z_B
NOCOLI_MOT_MATO_LV2Z_C
NOCOLI_MOT_MATO_LV3Z
NOCOLI_MOT_MATO_LV3Z_B
NOCOLI_MOT_MATO_LV3Z_C
NOCOLI_MOT_MATO_LV4Z
NOCOLI_MOT_MATO_LV4Z_B
NOCOLI_MOT_MATO_LV5Z
NOCOLI_MOT_MATO_LV5Z_B
>>>> STRINGDUMP OF >>>>>>>>>>>>> mkb2.exoption.rel <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<
(8c tK
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EXOPTION LOADED
EXOPTION PURGED
Error: A called an unlinked function.
Address: Back Chain LR Save
0x%08x: 0x%08x 0x%08x
exoption.c
sub_mode: error %d in ExOption
result_code: %d
NOW LOADING... PLEASE WAIT...
BITTE WARTEN
CHARGEMENT EN COURS
UN PEU DE PATIENCE
CARGANDO
POR FAVOR ESPERE
IN CARICAMENTO, ATTENDI
REPLAY
WIEDERHOLEN
REPETICI
game_kiwaku_world
%d:%d
SCORE:
%5.2f
--.--
TIME:
>>>> STRINGDUMP OF >>>>>>>>>>>>> mkb2.golf2.rel <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<
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RELOCATION GOLF2 LOADED
RELOCATION GOLF2 PURGED
Error: A called an unlinked function.
Address: Back Chain LR Save
0x%08x: 0x%08x 0x%08x
golf2_mode.c
other_data->cup
x : %lf
y : %lf
z : %lf
shot_on_green %d
shot_on_rough %d
shot_on_bunk %d
shot_on_fairway %d
entry_end
match_flag1: %d [%d %d]
match_flag2: %d
power: %lf
always safe shot
### nice shot
### safe shot %lf
### miss shot %lf
save_angle_id: %d
AUTO
REPLAY
HOLE
PAR %d
NODISP_BACK_WALL_N%d
If you put this in, you win.
If you can't put this in, you lose.
Select Club: %d
MOT_GREEN_CLASSIZ
MOT_LARGE_GREEN
error : stage_pol
Success
%lf %lf %lf
false
error: over_heap_tex_buff
%Stage: REAL
G: x1/6
Stage: x1/12
G: x1/6
Stage: x1/6
G: x1/6
Stage: x1/24
G: x1/6
Stage: REAL
G: x1/12
Stage: x1/12
G: x1/12
Stage: x1/6
G: x1/12
Stage: x1/24
G: x1/12
Stage: REAL
G: x1/24
Stage: x1/12
G: x1/24
Stage: x1/6
G: x1/24
Stage: x1/24
G: x1/24
Stage: REAL
G: REAL
Stage: x1/12
G: REAL
Stage: x1/6
G: REAL
Stage: x1/24
G: REAL
GREEN
ROUGH
BUNK %lf
Fairway
Cup
Air or Fall
GOLF_01_KI
GOLF_02_KI
GOLF_03_KI
GOLF_HANA
?z.^?
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\)?t
\)?,
START
USE CONTROLLER %d
AIAI
MEEMEE
BABY
GONGON
a/Score +%d
a/Score %d
A +%d
A %d
WINS
HOLE
ALBATROSS
EAGLE
BIRDIE
BOGEY
DOUBLE BOGEY
LOSES
GIVE UP
CUP IN
The first person to get %d wins will win the game.
MONKEY GOLF 2
STROKE PLAY
MATCH PLAY
-1 ROUND
18 HOLES-
9 HOLES-
You're pretty good.
If you play all 18 holes, you can try
to get your name in the Rankings.
EVEN PAR
Congratulations! That's a great score!
Now try playing all 18 holes
to get your name in the Rankings!
UNDER PAR
new camera pos1
new camera pos2
$@ ,
>>>> STRINGDUMP OF >>>>>>>>>>>>> mkb2.main_game.rel <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<
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RELOCATION MAIN_LOOP LOADED
RELOCATION MAIN_LOOP PURGED
Error: A called an unlinked function.
Address: Back Chain LR Save
0x%08x: 0x%08x 0x%08x
game_mode.c
sub_mode: error %d in Game
pre_load_stage init:%d now:%d
NewApeAllPreLoad:%d
result_code: %d
h/NAMAEWO OSIETE!
h/ONAMAE OSIETE!
h/NAMAEWO OSIETEHOSHIIDEk/CHU!
k/NAMAE OSIERO! UHO UHOHO!
ENTRY YOUR NAME!
through [nameentry_ready_init]
through [nameentry_ready_main]
through [nameentry_init]
You finished without using a continue!
You compweted without a continue!
I finished without using a continue!
Now you can try the Extra level!
Now you can challenge the Extra level!
Now go to da Extra level!
Now it's time to complete the Extra level!
Congratulations! You completed the Extra level!
I want you to challenge ...
I am so happy that I completed the Extra level!
I completed the Extra level!
Now try the Master level!
the Master level.
/cd8426/
I'm gonna challenge the Master level!
I'm sure I can complete the Master level!
Demo version completed!
You'll have to wait for the
full version to continue!
RNK TITILE
DMD_SCEN_1ST_INIT
DMD_SCEN_RETURN_INIT
DMD_SCEN_NEWGAME_INIT
DMD_SCEN_NEWGAME_MAIN
DMD_SCEN_LOADGAME_INIT
DMD_SCEN_LOADGAME_MAIN
DMD_SCEN_SCENEPLAY_INIT
DMD_SCEN_SCENEPLAY_LOADING
DMD_SCEN_SEL_WORLD_INIT
DMD_SCEN_SEL_WORLD_NEXT
DMD_SCEN_SEL_FLOOR_INIT
DMD_SCEN_SEL_FLOOR_MAIN
DMD_SCEN_GAME_INIT
DMD_SCEN_GAME_MAIN
DMD_SCEN_GAME_CLEAR_INIT
DMD_SCEN_GAME_CLEAR_MAIN
DMD_SCEN_GAME_OVER_INIT
DMD_SCEN_GAME_OVER_MAIN
DMD_SCEN_SELECT_INIT
DMD_SCEN_SELECT_MAIN
DMD_SCEN_ENTRY_INIT
DMD_SCEN_ENTRY_MAIN
DMD_SCEN_SCNPLAY_RETURN
DMD_SCEN_SCNPLAY_RETURN_LOADING
DMD_SCEN_LOADGAME_RESTORE
DMD_SCEN_NAMEENTRY_INIT
DMD_SCEN_NAMEENTRY_MAIN
scen_mode.c
multiple dest func
LOADGAME
ENTRY
GAME START
STORY MODE
[ WARNING ] Pre Load Sync Time Out!
Jungle Island
Volcanic Magma
Under the Ocean
Inside a Whale
Amusement Park
Boiling Pot
Bubbly Washing Machine
Clock Tower Factory
Space Colony
Dr. BAD-BOON's Base
scen_disp.c
WORLD
FLOOR SELECT
CLEAR FLOORS
DECORATION BAR UP
DECORATION BAR DOWN
TTITLE
Stage Select
` %s
Difficulty
/bcff8000/Select a stage with /bcffffff/
/bcff8000/ and decide with /bcffffff/
/bcff8000/.
/bcff8000/For other options, press START/PAUSE.
preview/w256x256.tpl
NOW LOADING
NEXT
BACK
Mark
Name Entry
Please enter your name.
Are you sure?
m
NAME INPUT
Copy
Delete
Return
m
Continue the game from the saved point.
Start the game from the beginning.
Will copy the data.
Delete the data.
Back to the previous.
Please choose the data to copy.
Please choose where to copy to.
Do you want to copy the data
from %d to %d?
Cancelled.
Copying the data.
Finished copying the data.
Please choose a data to delete.
Do you want to delete the data %d?
Deleting the data %d.
Deleted the data %d.
From
Open
World
Time
Score
%d:%02d:%02d
Data Select
LOAD GAME
ABCDEFGHIJKLMNOPQRSTUVWXYZ+&,./2-
?fff?
?fff?fff?fff?
?fffSUPER+MONKEY+BALL+2
STAFF+ROLL
DIRECTOR
GAME+PROGRAM
PROGRAMMERS
SYSTEM
PARTY+GAME
PROGRAMMER
2D+SYSTEM
LEVEL+DESIGN
STAGE+DESIGN
STAGE+DESIGNERS
MOTION+DESIGN
MOTION+DESIGNERS
DESIGNERS
STORY+MODE+MOVIE
2D+DESIGNER
CHARACTER+DESIGNER
ASSISTANT+DESIGNERS
PLANNERS
SOUND+DESIGNER
AND+DESIGN
PARTY+GAME+PROGRAM
MONKEY+VOICE
PUBLICITY
COOPERATION
SPECIAL+THANKS
PRODUCER
AMUSEMENT+VISION
CI33
Cv33
HISASHI+ENDO
EIJI+TAKAKI
TETSUYA+KAKU
KOTA+MATSUMOTO
YOSHINORI+SUZUKI
TETSU+YOSHIMITSU
NORIO+HAGA
YASUMASA+MATSUMORI
YOUICHI+ISHIKAWA
KOJI+TOKIEDA
MIE+KAWANISHI
JUN+TOKUHARA
JUNICHI+YAMADA
DAISUKE+SATO
YUKIO+ODA
KUMIKO+SAKURAI
KEN-ICHIRO+YASUTOMI
SANAE+TAKEDA
MARI+SASAKI
JUN+YUKAWA
KAZUHIRO+IZAKI
SAKAE+OSUMI
MICHIO+SHIRAKO
KENTAROU+NIINA
TAKAYUKI+SORIMACHI
HIROKI+KOIKE
EIKO+TAKAHASHI
CHIGAKU+FUKUHARA
MIKA+KOJIMA
NAOKI+SOMEYA
SAIZO+NAGAI
MIHO+NAKAMURA
MICHIHIKO+HATOYAMA
YUKINOBU+ARIKAWA
HIROYUKI+SAKAMOTO
HIDENORI+SHOJI
HARUYOSHI+TOMITA
ASPECT+CO.,LTD.
KAORU+MOROTA
KONAMI+YOSHIDA
RIO+NATSUKI
PATRICK+HARLAN
MASAE+OTOSHI
KOJI+UEDA
COMPANY,INC.
DOLE+FOOD
DOLE+JAPAN,LTD.
AVANT+INC.
HAIKYO
STURM+CO.,LTD.
T/S+MUSIC+CO.,LTD.
RYUJI+IUCHI
TOSHIHIRO+NAGOSHI
Human
Bonobo
Gorilla
Chimpanzee
Orangutan
Siamang Gibbon
Moloch Gibbon
Capped Gibbon
White-Handed Gibbon
Gelada Baboon
Mandrill
Hamadryas Baboon
Yellow Baboon
Black Ape
Japanese Macaque
Long-Tailed Macaque
Savanna Monkey
de Brazza's Monkey
Lion-Tailed Macaque
Pig-Tailed Macaque
Stump-Tailed Macaque
Bonnet Monkey
Talapoin Monkey
Grey-Cheeked Mangabey
Patas Monkey
White-Collared Mangabey
Proboscis Monkey
Golden Snub-Nosed Monkey
Silvered Leaf-Monkey
Douc Langur
Hanuman Langur
Dusky Langur
Abyssinian Black and White Colobus
Brown Tufted Capuchin
Squirrel Monkey
Titi Monkey
Douroucouli
Humboldt's Wooly Monkey
Spider Monkey
Red Howler Monkey
Black Howler Monkey
Mat-Faced Saki
Bare-Faced Uakari
Goeldi's Marmoset
Golden Lion Tamarin
Emperor Tamarin
Cotton-Top Tamarin
Pigmy Marmoset
Western Tarsier
Aye-Aye
Thick-Tailed Bush Baby
Bush Baby
Potto
Slow Loris
Slender Loris
Verreaux's Sifaka
Avahi
Indris
Ruffed Lemur
Ring-tailed Lemur
Grey Mouse Lemur
human
Zwergschimpanse
Gorille
Gorila
Schimpanse
Chimpanz
Chimpanc
Scimpanz
Orang-Utan
Orang-outan
Orangut
Siamang
n Siamang
Gibbone Siamang
Silbergibbon
Gibbon cendr
n Moloch
Gibbone Moloch
Kappengibbon
Gibbon
bonnet
n Copete
Gibbone Incappucciato
handgibbon
Gibbon
mains blanches
n Mano-blanca
Gibbone dalle Mani Bianche
Blutbrustpavian
lada
Babuino Gelada
Babbuino Gelada
Mandril
Mandrillo
Mantelpavian
Hamadryas
Babuino Hamadryas
Babbuino Hamadryas
Babbuino Giallo
Babuino Amarillo
Babouin janue
Steppenpavian
Makak
Macaque noir
Mono Negro
Scimmia Nera
Japanmakak
Macaque japonais
Macaco Japon
Macaco Giapponese
Langschwanzmakak
Macaque crabier
Macaco Cola-larga
Macaco a Coda Lunga
ne Meerkatze
Grivet
Mono Sabana
Scimmia della Savana
Brazzameerkatze
Cercopith
que de Brazza
Mono de Brazza
Scimmia di de Brazza
Bartaffe
Macaque
queue de lion
Macaco Cola-l
Macaco Coda di Leone
Schweinsaffe
Macaque
queue de cochon
Macaco Cola-cerdo
Macaco Coda di Maiale
Tibetmakak
Macaque
queue courte
Macaco Cola-mu
Macaco Coda Mozza
Indischer Hutaffe
Macaque Bonnet chinois
Mono Bonete
Scimmia col Berretto
Zwergmeerkatze
Talapoin
Mono Talapoin
Scimmia Talapoina
Mantelmangabe
Mangabey
joues grises
Mangabey carrillo-gris
Mangabey dalle Gote Rosse
Husarenaffe
Patas
Mono Patas
Sciammia Patas
Halsbandmangabe
Mangabey
collier blanc
Mangabey cuello-blanco
Mangabey dal Collare Bianco
Nasenaffe
Nasique
Mono Proboscis
Scimmia Proboscide
Goldstumpfnase
Rhinopith
que dor
Mono Dorado Morro-chato
Scimmia d'Oro dal Naso all'Ins
Haubenlangur
Semnopith
que
coiffe
Mono Hoja Plateada
Scimmia Foglie d'Argento
Kleideraffe
Douc
Langur Douc
Entello Douc
Hanuman-Langur
Entelle
Langur Hanuman
Entello Hanuman
Brillenlangur
Semnopith
que obscur
Langur Oscuro
Entello Langur
Ostafrikanischer Guereza
Colobe noir et blanc
Abssynian Negro y Colobus Blanco
Colobus Abissino Bianco e Nero
Gehaupter Kapuziner
Capucin
Capuchino Copete Marr
Cappuccino dal Ciuffo Marrone
Totenkopfaffe
Singe
cureuil
Mono Ardilla
Scimmia Scoiattolo
Springaffe
Callic
Scimmia Titi
Nachtaffe
Humboldts Wollaffe
Lagothriche de Humboldt
Mono Lanudo de Humboldt
Scimmia Lanosa di Humboldt
Klammeraffe
Singe araign
Mono Ara
Scimmia Ragno
Roter Br
llaffe
Singe hurleur roux
Mono Aullador Rojo
Scimmia Rossa Ululante
Schwarzer Br
llaffe
Singe hurleur noir
Mono Aullador Negro
Scimmia Nera Ululante
Blasskopfsaki
Saki
Saki con gre
Saki dalla Fassia Variopinta
Schwarzkopfuakari
Ouakari
Uakari Lampi
Uakari dalla Faccia Scoperta
Goeldis Wei
schelaffe
Ouistiti de Goeldi
Goeldi
Marmoset di Goeldi
wenaffe
Tamarin-lion dor
n Dorado
Tamarin Leone d'Oro
Kaiserschnurrbarttamarin
Tamarin empereur
ti Emperador
Tamarin Imperatore
Lisztaffe
Pinch
Copete Algod
Tamarin dalla Punta di Cotone
Zwergwei
schelaffe
Ouistiti nain
ti Pigmeo
Callitricide Pigmea
Sundakoboldmaki
Tarsier
Tarsier Occidental
Tarsio del West
Fingertier
Riesengalago
Galago
queue
paisse
rido Cola Gruesa
Galagone dalla Coda Grossa
Galago
rido
Galagone
Plumplori
Nyctic
be coucang
Loris perezoso
Lori Lento
Schlanklori
Nyctic
be nain
Loris delgado
Lori Gracile
Larvensifaka
Propith
que de Verreaux
Sifaka Verreaux
Sifaka di Verreaux
Wollmaki
Indri
Vari
Lemur vari
mur desgre
Lemure Arruffato
Katta
Maki Caffa
mur Cola Anillo
Lemure dalla Coda ad Anello
Grauer Mausmaki
Hapalemur
mur Rat
n Gris
Lemure Topo Grigio
You got all the bananas. +%d
: +%d
You got no bananas.
You got %d bananas.
%d
%d
%d
You got all the big bananas.+%d
F+%d
You got no big bananas.
You got %d big bananas.
%d
%d
%d
You got all the immortal stars. +%d
F+%d
You got no immortal stars.
You got %d immortal stars.
%d ger
%d fra
%d spa
%d ita
%d
You hit all the letters.+%d
F+%d
You did not hit a letter.+%d
: +%d
You hit the letters %d times.
%d
Your Monkey Rating
staff_roll_init
[STAFF_ROLL] init
%d:hist:%2d
div:%2d
hit_count :%d/%d:moji_num per:%4.3f%
banana_cnt:%d/%d:banana_sum per:%4.3f%
b_bana_cnt:%d/%d:sr_bba_sum per:%4.3f%
item_count:%d/%d:item_sum per:%4.3f%
final_score:%d
staff_roll_dest
name align pattern:%d
sr_banana_set
SCORE
GOAL
F+%d
: +%d
You got all the big bananas. +%d
F +%d
F +%d
You hit all the letters. +%d
You did not hit a letter. +%d
work
AMUSEMENT VISION/SEGA,2001,2002
Stage Overview
Rotate
Pan camera
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sys.bin
debug
rep.bin
rep.bin
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relocation.c
no more relocation module
rel_dest: illeagal purge order
RELOCATION MAIN_LOOP LOADED
RELOCATION MAIN_LOOP PURGED
Error: A called an unlinked function.
Address: Back Chain LR Save
0x%08x: 0x%08x 0x%08x
main_loop.c
alloc.c
sound size conflict
cannot allocate memory
mkb2.main_game.rel
mkb2.test_mode.rel
mkb2.option.rel
mkb2.exoption.rel
MD_ADV
MD_SEL
MD_GAME
MD_TEST
MD_MINI
MD_OPTION
MD_AUTHOR
MD_EXOPT
SMD_ADV_TOP
SMD_ADV_MOVIE_INIT
SMD_ADV_MOVIE_RETURN
SMD_ADV_LOGO_INIT
SMD_ADV_LOGO_MAIN
SMD_ADV_WARNING_INIT
SMD_ADV_WARNING_MAIN
SMD_ADV_DEMO_INIT
SMD_ADV_DEMO_MAIN
SMD_ADV_START_INIT
SMD_ADV_START_MAIN
SMD_ADV_RANKING_INIT
SMD_ADV_RANKING_MAIN
SMD_ADV_INFO_INIT
SMD_ADV_INFO_MAIN
SMD_ADV_GAME_READY_INIT
SMD_ADV_GAME_READY_MAIN
SMD_ADV_GAME_PLAY_INIT
SMD_ADV_GAME_PLAY_MAIN
SMD_ADV_TITLE_INIT
SMD_ADV_TITLE_MAIN
SMD_ADV_TITLE_REINIT
SMD_ADV_PROG_INIT
SMD_ADV_PROG_MAIN
SMD_ADV_FIRST_LOGO_INIT
SMD_ADV_FIRST_LOGO_MAIN
SMD_ADV_DMY8
SMD_ADV_BOTTOM
SMD_SEL_TOP
SMD_SEL_STAGE_INIT
SMD_SEL_STAGE_MAIN
SMD_SEL_NGC_INIT
SMD_SEL_NGC_MAIN
SMD_SEL_NGC_REINIT
SMD_SEL_NGC_DEST
SMD_SEL_DMY1
SMD_SEL_DMY2
SMD_SEL_DMY3
SMD_SEL_DMY4
SMD_SEL_DMY5
SMD_SEL_DMY6
SMD_SEL_DMY7
SMD_SEL_DMY8
SMD_SEL_DMY9
SMD_SEL_DMYa
SMD_SEL_DMYb
SMD_SEL_BOTTOM
SMD_GAME_TOP
SMD_GAME_READY_INIT
SMD_GAME_READY_MAIN
SMD_GAME_PLAY_INIT
SMD_GAME_PLAY_MAIN
SMD_GAME_GOAL_INIT
SMD_GAME_GOAL_MAIN
SMD_GAME_GOAL_REPLAY_INIT
SMD_GAME_GOAL_REPLAY_MAIN
SMD_GAME_TIMEOVER_INIT
SMD_GAME_TIMEOVER_MAIN
SMD_GAME_RINGOUT_INIT
SMD_GAME_RINGOUT_MAIN
SMD_GAME_FIRST_INIT
SMD_GAME_OVER_INIT
SMD_GAME_OVER_MAIN
SMD_GAME_NAMEENTRY_INIT
SMD_GAME_NAMEENTRY_MAIN
SMD_GAME_CONTINUE_INIT
SMD_GAME_CONTINUE_MAIN
SMD_GAME_RESTART_INIT
SMD_GAME_NAMEENTRY_READY_INIT
SMD_GAME_NAMEENTRY_READY_MAIN
SMD_GAME_BONUS_CLEAR_INIT
SMD_GAME_BONUS_CLEAR_MAIN
SMD_GAME_ENDING_INIT
SMD_GAME_ENDING_MAIN
SMD_GAME_EXTRA_INIT
SMD_GAME_EXTRA_WAIT
SMD_GAME_RESULT_INIT
SMD_GAME_RESULT_MAIN
SMD_GAME_RESULT_MENU
SMD_GAME_INTR_SEL_INIT
SMD_GAME_INTR_SEL_MAIN
SMD_GAME_OVER_SAVE
SMD_GAME_OVER_DEST
SMD_GAME_ROLL_INIT
SMD_GAME_ROLL_MAIN
SMD_GAME_OVER_POINT_INIT
SMD_GAME_OVER_POINT_MAIN
SMD_GAME_SCENARIO_INIT
SMD_GAME_SCENARIO_MAIN
SMD_GAME_SCENARIO_RETURN
SMD_GAME_RETRY_INIT
SMD_GAME_RETRY_MAIN
SMD_GAME_FORCE_EXIT_INIT
SMD_GAME_FORCE_EXIT_MAIN
SMD_GAME_SCENSCNPLAY_RETURN
SMD_GAME_FORCE_OVER_INIT
SMD_GAME_FORCE_OVER_MAIN
SMD_GAME_SUGG_SAVE_INIT
SMD_GAME_SUGG_SAVE_MAIN
SMD_GAME_DMY3
SMD_GAME_DMY4
SMD_GAME_DMY5
SMD_GAME_DMY6
SMD_GAME_DMY7
SMD_GAME_DMY8
SMD_GAME_DMY9
SMD_GAME_DMYA
SMD_GAME_DMYB
SMD_GAME_DMYC
SMD_GAME_DMYD
SMD_GAME_DMYE
SMD_GAME_DMYF
SMD_GAME_BOTTOM
SMD_TEST_TOP
SMD_TEST_SELECT_INIT
SMD_TEST_SELECT_MAIN
SMD_TEST_INPUT_INIT
SMD_TEST_INPUT_MAIN
SMD_TEST_DIP_INIT
SMD_TEST_DIP_MAIN
SMD_TEST_SOUND_INIT
SMD_TEST_SOUND_MAIN
SMD_TEST_BLUR_INIT
SMD_TEST_BLUR_MAIN
SMD_TEST_SHADOW_INIT
SMD_TEST_SHADOW_MAIN
SMD_TEST_FOCUS_INIT
SMD_TEST_FOCUS_MAIN
SMD_TEST_INDIRECT_INIT
SMD_TEST_INDIRECT_MAIN
SMD_TEST_NLOBJPUT_INIT
SMD_TEST_NLOBJPUT_MAIN
SMD_TEST_BITMAP_INIT
SMD_TEST_BITMAP_MAIN
SMD_TEST_FONT_INIT
SMD_TEST_FONT_MAIN
SMD_TEST_REPLAY_INIT
SMD_TEST_REPLAY_MAIN
SMD_TEST_MOTION_INIT
SMD_TEST_MOTION_MAIN
SMD_TEST_ADVREPLAY_INIT
SMD_TEST_MODEL_INIT
SMD_TEST_MODEL_MAIN
SMD_TEST_NEWMODEL_INIT
SMD_TEST_NEWMODEL_MAIN
SMD_TEST_PATTERN_INIT
SMD_TEST_PATTERN_MAIN
SMD_TEST_ROMFONT_INIT
SMD_TEST_ROMFONT_MAIN
SMD_TEST_PREREND_INIT
SMD_TEST_PREREND_MAIN
SMD_TEST_PREVIEW_INIT
SMD_TEST_PREVIEW_MAIN
SMD_TEST_ADX_INIT
SMD_TEST_ADX_MAIN
SMD_TEST_NEWMOTION_INIT
SMD_TEST_NEWMOTION_MAIN
SMD_TEST_ARAM_FONT_INIT
SMD_TEST_ARAM_FONT_MAIN
SMD_TEST_SCENE_PLAY_INIT
SMD_TEST_SCENE_PLAY_MAIN
SMD_TEST_DIALOG_INIT
SMD_TEST_DIALOG_MAIN
SMD_TEST_DIFFICULTY_INIT
SMD_TEST_DIFFICULTY_MAIN
SMD_TEST_CHK_REPSIZE_INIT
SMD_TEST_CHK_REPSIZE_MAIN
SMD_TEST_BOTTOM
SMD_MINI_TOP
SMD_MINI_SELECT_INIT
SMD_MINI_SELECT_MAIN
SMD_MINI_BOWLING_INIT
SMD_MINI_BOWLING_MAIN
SMD_MINI_BILLIARDS_INIT
SMD_MINI_BILLIARDS_MAIN
SMD_MINI_SHOOTING_INIT
SMD_MINI_SHOOTING_MAIN
SMD_MINI_REL_SAMPLE_INIT
SMD_MINI_REL_SAMPLE_MAIN
SMD_MINI_COMMEND_INIT
SMD_MINI_COMMEND_MAIN
SMD_MINI_RANKING_INIT
SMD_MINI_RANKING_MAIN
SMD_MINI_ENDING_INIT
SMD_MINI_ENDING_MAIN
SMD_MINI_RACE2_INIT
SMD_MINI_RACE2_MAIN
SMD_MINI_GOLF2_INIT
SMD_MINI_GOLF2_MAIN
SMD_MINI_FIGHT2_INIT
SMD_MINI_FIGHT2_MAIN
SMD_MINI_PILOT2_INIT
SMD_MINI_PILOT2_MAIN
SMD_MINI_BOAT_INIT
SMD_MINI_BOAT_MAIN
SMD_MINI_S_ROLL_INIT
SMD_MINI_S_ROLL_MAIN
SMD_MINI_FUTSAL_INIT
SMD_MINI_FUTSAL_MAIN
SMD_MINI_DOGFIGHT_INIT
SMD_MINI_DOGFIGHT_MAIN
SMD_MINI_BASEBALL_INIT
SMD_MINI_BASEBALL_MAIN
SMD_MINI_TENNIS_INIT
SMD_MINI_TENNIS_MAIN
SMD_MINI_DMY9
SMD_MINI_DMY10
SMD_MINI_DMY11
SMD_MINI_DMY12
SMD_MINI_BOTTOM
SMD_OPTION_TOP
SMD_OPTION_SELECT_INIT
SMD_OPTION_SELECT_MAIN
SMD_OPTION_SOUND_INIT
SMD_OPTION_SOUND_MAIN
SMD_OPTION_PAD_INIT
SMD_OPTION_PAD_MAIN
SMD_OPTION_MEMCARD_INIT
SMD_OPTION_MEMCARD_MAIN
SMD_OPTION_POINT_INIT
SMD_OPTION_POINT_MAIN
SMD_OPTION_RANKING_INIT
SMD_OPTION_RANKING_MAIN
SMD_OPTION_AUTOSAVE_INIT
SMD_OPTION_AUTOSAVE_MAIN
SMD_OPTION_REPLAY_INIT
SMD_OPTION_REPLAY_MAIN
SMD_OPTION_SEPARATE_INIT
SMD_OPTION_SEPARATE_MAIN
SMD_OPTION_REPLAY_PLAY_INIT
SMD_OPTION_REPLAY_PLAY_MAIN
SMD_OPTION_PAD_MENU_INIT
SMD_OPTION_PAD_MENU_MAIN
SMD_OPTION_PAD_VIB_INIT
SMD_OPTION_PAD_VIB_MAIN
SMD_OPTION_DMY0
SMD_OPTION_DMY1
SMD_OPTION_DMY2
SMD_OPTION_DMY3
SMD_OPTION_DMY4
SMD_OPTION_DMY5
SMD_OPTION_DMY6
SMD_OPTION_DMY7
SMD_OPTION_BOTTOM
SMD_AUTHOR_TOP
SMD_AUTHOR_SELECT_INIT
SMD_AUTHOR_SELECT_MAIN
SMD_AUTHOR_PLAY_INIT
SMD_AUTHOR_PLAY_MAIN
SMD_AUTHOR_PLAY_STORY_INIT
SMD_AUTHOR_PLAY_FROM_SEL
SMD_AUTHOR_PLAY_RET_SEL
SMD_AUTHOR_PLAY_ENDING_INIT
SMD_AUTHOR_DMY6
SMD_AUTHOR_DMY7
SMD_AUTHOR_BOTTOM
SMD_EXOPT_TOP
SMD_EXOPT_REPLAY_LOAD_INIT
SMD_EXOPT_REPLAY_LOAD_MAIN
SMD_EXOPT_REPLAY_INIT
SMD_EXOPT_REPLAY_MAIN
SMD_EXOPT_DMY5
SMD_EXOPT_DMY6
SMD_EXOPT_DMY7
SMD_EXOPT_BOTTOM
GAME START
STAGE SELECT
STORY MODE
AUTHOR MODE
MINI MODE
OPTION
TEST MODE
sub_mode: error %s.
mode.c
multiple sub_mode_dest
result_code: %d
STAGE
WORLD
BALL
STOBJ
ITEM
RECPLAY
OBJ_COLLISION
NAME_ENTRY
INFO
COURSE
VIBRATION
COMMEND
VIEW
EFFECT
MINIMAP
CAMERA
SPRITE
MOUSE
SOUND
BACKGROUND
REND_EFC
ev_restart: event %s is not suspended
NOW LOADING
LEFT:
sub_mode: error %d in Adv
mkb2.sel_ngc.rel
mp_sel2.tpl
mp_how.tpl
mp_nml.tpl
bmp/bmp_sel.tpl
/bcff8000/
Controls description!
Steuerungsfunktionen!
Les commandes
Descripci
n controles
Descrizione comandi!
%s
/bcffffff/
/bc000000/
How to play MONKEY BALL
Move towards direction
joystick is pressed
As ball moves, camera moves
Control joystick according to camera
Map on right below
Press A button
Size of map changes
Check out goal and landscape
I love bananas!
As I get 100 bananas
I get 1UP
Control joystick
according to landscape
When you go up slope
Press joystick deeper
1 miss for fall out
Be careful not to fall out!
Before time runs out
Reach goal and go to next floor!
How to play Super Monkey Ball 2!
Spielregeln Super Monkey Ball 2!
gles de Super Monkey Ball 2 !
mo jugar Super Monkey Ball 2!
Per giocare Super Monkey Ball 2!
The further you push the Control Stick,
the faster you'll roll.
ckst du den Control Stick
rker, rollst du schneller.
Plus tu pousses sur le Stick
directionnel, plus
a roule vite.
Cuanto m
s empujes el Stick
de Control, m
pido rodar
terrai premuto il Control Stick,
velocemente rotolerai.
And if the ball starts moving,
the camera will follow.
Und sobald die Kugel rollt,
folgt die Kamera.
Et quand la boule commence
rouler, la cam
ra la suit.
Y si la bola empieza a moverse,
la c
mara la seguir
E se la palla si muover
la telecamera la seguir
So, you'll want to make sure
to remember that when you move.
Daran solltest du denken,
wenn du dich bewegst.
Alors n'oublie surtout pas
a quand tu te d
places.
que, recuerda esto
cuando te muevas.
Quindi sar
meglio che te
lo ricordi mentre ti sposti.
There's a map of the stage
in the bottom right corner.
Es gibt eine Levelkarte
unten in der Ecke.
Il y a une carte du niveau
en bas de l'
cran.
Hay un mapa de la fase en
la esquina inferior derecha.
una mappa del livello
in basso a destra.
If you press /bcffffff/
/bc000000/,
Mit dem /bcffffff/
/bc000000/-Knopf kannst du
Appuie sur le Bouton /bcffffff/
/bc000000/
Si pulsas el Bot
n /bcffffff/
/bc000000/,
Se premi il Pulsante /bcffffff/
/bc000000/,
/bcffffff/
/bc000000/
you can change the size of the map!
die Kartengr
e ver
ndern!
pour changer la taille de la carte.
puedes cambiar el tama
o del mapa!
puoi cambiarne le dimensioni!
The goal and the level boundaries
should be easy to see.
Ziel und Levelgrenzen sollten
so leicht zu finden sein.
L'arriv
e et les limites
du niveau sont faciles
voir.
La meta y los l
mites del
nivel son f
ciles de ver.
L'arrivo e i confini del
livello saranno ben visibili.
I really love bananas!
Ich liebe Bananen!
J'adore les bananes !
Adoro las bananas!
Adoro le banane!
Get a bunch of bananas
****
and make it to the goal!!
Make sure to use the Control Stick
and stay on the ground!
Benutze den Control Stick
und bleib auf dem Boden!
Utilise le stick directionnel,
et reste sur le sol !
Utiliza el Stick de
Control y rueda por el suelo!
Ricorda di usare il Control Stick
e resta sulla terra!
When you want to climb up a hill,
Wenn du einen H
gel hochklettern
Pour monter une pente,
Cuando quieras subir una colina,
Quando vuoi scalare una collina,
make sure to press hard
on the Control Stick!
willst, dr
cke den
Control Stick st
rker!
pousse le Stick directionnel,
fond !
empuja fuerte el Stick de Control!
premi a fondo il Control Stick!
Be careful not to drop off the stage!
Make sure not to fall off!
Du solltest nicht fallen!
Ne tombe surtout pas !
Intenta no caerte!
Attento a non cadere!
Push if you find a switch.
You can start and stop the moving parts.
Try to keep your balance when
you're on a seesaw floor.
If you make it to the goal
before time runs out,
Wenn du im Ziel bist,
bevor die Zeit abl
uft,
Si tu atteins l'arriv
avant la fin du temps,
Llega a la meta antes
de que termine el tiempo
Se arrivi al traguardo
entro il tempo limite,
You will complete the stage
when you touch the goal!
/*-- pre_load_stage(%d), APE(%d) --*/
### ERROR ### mode.flag & M_MODE_OPTION_MODE
AV LOGO
Created by
DEMO DT_STAGE_PRELOAD same stage %d
DEMO DT_STAGE_PRELOAD load wait
### DEMO WARNING ### DT_STAGE %d %d
\A;33
?fff\
?fff\
A6ff
DA6ff
BTff
FA)&
FA)&
?333
\AG\)
C6J=
r?WK
@nff
@01'
;@G\)
Ac33
I really love bananas!
Ich liebe Bananen!
J'adore les bananes !
Adoro las bananas!
Adoro le banane!
AIAI
demo_mes
demo_mask
demo_mask_banana
sub_mode: error %d in Sel
mkb2.sel_stage.rel
mkb2.sel_ngc.rel
camera.c
Ielligal player number
INFINITE
POINT
SPOT
POINT_POW
SPOT_POW
POINT_DARKPOW
SPOT_DARKPOW
POINT_DARK
SPOT_DARK
TEST
STAGE
BUMPER
AUTO
BG_PILLAR
BG_WALL
BG_COUNTER
DEFAULT
SINGLE
SINGLE_UNIT
DEF_MINIMAP
DEF_GMAT
DEF_MIR
BG_GMAT
SHOOT
SHOOT2
BG_0
BG_1
BG_2
BG_3
BG_4
BG_5
BG_6
BG_7
BG_8
BG_9
BG_a
BG_b
BG_c
BG_d
BG_e
BG_f
BJf(B
EANft=
?333>
?333>
%d, LID_%s, %d,
LTP_%s, %d, %d,
{ %f, %f, %f },
0x%x, 0x%x, 0x%x, { %f, %f, %f },
%f, %f, %f,
%f, %f
LIGHT ERROR!!! PushLightGroup() stack over.
LIGHT ERROR!!! PopLightGroup() stack null.
BILL_FLOOR
BILL_WALL
BILL_PILLAR00
BILL_BOX
BILL_BAR_COUNTER
BILL_CHAIR00
BILL_PLANT00
BILL_PLANT01
BILL_PLANT02
?iDpf0
?fff
?iDpf0
?iDpf0
?333
?333
?333?L
?fff?L
?333p
?fff
?333
?333
?333?L
?fff?L
?333
?333
render.c
init_system: invalid TV format
BONUS +%3d
BONUS +%2d
BONUS +%1d
BONUS +000
bonus banana.pic
ranking
init/m_main.gma
init/m_main.tpl
init/m_race.gma
init/m_race.tpl
init/m_fight.gma
init/m_fight.tpl
init/m_tar2.gma
init/m_tar2.tpl
init/m_bowl.gma
init/m_bowl.tpl
init/m_golf.gma
init/m_golf.tpl
init/m_bill2.gma
init/m_bill2.tpl
init/roll.gma
init/roll.tpl
init/m_boa2.gma
init/m_boa2.tpl
init/m_dog2.gma
init/m_dog2.tpl
init/m_gun2_1.gma
init/m_gun2_1.tpl
init/m_gun2_2.gma
init/m_gun2_2.tpl
init/m_gun2_3.gma
init/m_gun2_3.tpl
init/m_fut2.gma
init/m_fut2.tpl
init/m_bowl2.gma
init/m_bowl2.tpl
init/m_fight2.gma
init/m_fight2.tpl
init/common_p.lz
init/common.lz
ape/face_p.lz
ape/face.lz
wl01.gma
wl01.tpl
wl02.gma
wl02.tpl
wl03.gma
wl03.tpl
wl04.gma
wl04.tpl
wl05.gma
wl05.tpl
wl06.gma
wl06.tpl
wl07.gma
wl07.tpl
wl08.gma
wl08.tpl
world
init/efcmdl.tpl
init/efcmdl.gma
bmp/bmp_com.lz
BMP_COM
bmp/bmp_adv.lz
BMP_ADV
bmp/bmp_end.tpl
BMP_END
bmp/bmp_rnk.tpl
BMP_RNK
bmp/bmp_sel.tpl
BMP_SEL
bmp/bmp_nml.tpl
BMP_NML
bmp/bmp_bwl.tpl
BMP_BWL
bmp/bmp_rac.tpl
BMP_RAC
bmp/bmp_bil.tpl
BMP_BIL
bmp/bmp_fgt.tpl
BMP_FGT
bmp/bmp_glf.tpl
BMP_GLF
bmp/bmp_tgt.tpl
BMP_TGT
bmp/bmp_how.tpl
BMP_HOW
bmp/bmp_cmd.tpl
BMP_CMD
bmp/bmp_boa.tpl
BMP_BOA
bmp/bmp_stm2.tpl
BMP_STM2
bmp/bmp_glf2.tpl
BMP_GLF2
bmp/bmp_fut2.tpl
BMP_FUT2
bmp/bmp_dog2.tpl
BMP_DOG2
bmp/bmp_fgt2.tpl
BMP_FGT2
bmp/bmp_gun2.tpl
BMP_GUN2
bmp/bmp_tennis.tpl
BMP_TENNIS
bmp/bmp_bbl.tpl
BMP_BBL
bmp/bmp_sel2.tpl
BMP_SEL2
bmp/bmp_save.tpl
BMP_SAVE
bitmap.c
ASCII
arrow
icon_button
icon_gol_00
icon_gol_afraid01
menu_kiwaku_l
asc_ball8x16_02
icon_gol_afraid02
icon_gol_afraid03
icon_gol_afraid04
icon_gol_afraid05
icon_gol_angry01
banana_01
copyright_02
icon_gol_angry02
icon_ape_00
icon_ape_afraid01
icon_ape_afraid02
icon_ape_afraid03
icon_ape_afraid04
icon_ape_afraid05
icon_ape_angry01
icon_ape_angry02
icon_ape_angry03
icon_ape_blink01
icon_ape_blink02
icon_ape_booing01
icon_ape_booing02
icon_ape_booing03
icon_ape_booing04
icon_ape_wakka
asc12x12
icon_gal_00
icon_gal_afraid01
icon_gal_afraid02
icon_gal_afraid03
icon_gal_afraid04
icon_gal_angry01
icon_gal_angry02
icon_gal_angry03
icon_gal_blink01
icon_gal_blink02
icon_gal_booing01
icon_gal_booing02
icon_gal_booing03
icon_gal_booing04
icon_gal_smile01
icon_gal_smile02
icon_gal_smile03
icon_gal_smile04
icon_gal_wakka
icon_kid_00
icon_kid_afraid01
icon_kid_afraid02
icon_kid_afraid03
icon_kid_angry01
icon_kid_angry02
icon_kid_angry03
icon_kid_blink01
icon_kid_blink02
icon_kid_booing01
icon_kid_booing02
icon_kid_booing03
icon_kid_booing04
icon_kid_smile01
icon_kid_smile02
icon_kid_wakka
icon_kmh_01
menu_kiwaku
icon_smile01
icon_smile02
icon_smile03
icon_smile04
mes_sake24x24
mes_waku24x24
white_mask8x8
frame
icon_gol_angry03
icon_gol_blink01
icon_gol_blink02
asc_tama72x64_new
icon_gol_booing01
str_sega
icon_gol_booing02
icon_gol_booing03
asc_16x16
icon_gol_booing04
icon_gol_smile01
game_icon_mph
banana_10_2
asc_jap24x24_new
icon_gol_smile02
icon_gol_smile03
icon_gol_smile04
icon_gol_wakka
menu_kiwaku_l2
com_waku
No Define
logo_av256
adv_logo_plus
logo_sega512
logo_plus256x40
adv_monkeyball_logo
smb2logo_temp2
smb2logo_wide
No Define
end_segalogo
end_av_01
end_av_02
ts_dole_logos
yobi_dole
No Define
rnk_obi_asc_sub
rnk_asc_ex
rnk_asc_ma
rnk_asc_maex
end_bar
rnk_ex2_icon
rnk_ex_icon
rnk_monkeyball_logo
rnk_mini_asc32x32
rnk_mini_bar_bg
rnk_mini_bg
rnk_mini_cursor
rnk_mini_icon_best
rnk_mini_icon_star
rnk_mini_kiwaku
rnk_mini_kiwaku_l
rnk_mini_line
rnk_mini_mark_r
rnk_mini_mark_t
rnk_mini_num
rnk_mini_ptn
rnk_mini_pts
rnk_mini_puramai
rnk_mini_rank
rnk_mini_score_num
rnk_mini_sort
rnk_mini_player
rnk_mini_bar_w
rnk_mini_mark_tgt1
rnk_mini_mark_tgt2
rnk_adv_lines
rnk_adv_obibar_b
rnk_adv_obibar_g
rnk_adv_obibar_r
rnk_adv_obibar_y
rnk_arrow
rnk_obi_asc
No Define
sel_bg_sel
sel_kiwaku_sel
sel_kiwaku_s
sel_plate
sel_playmode
sel_kiwaku_s2
sel_kiwaku_l2
sel_kiwaku_stage_l
sel2_ball
sel2_kiwaku_info
sel2_kiwaku_title
sel_fut_face_a
sel_fut_face_b
sel_fut_face_g
sel_fut_face_m
sel_hanawa_a
sel_hanawa_b
sel_hanawa_c
sel_hanawa_d
sel_kiwaku_fut
sel_kiwaku_option
sel_menu_main
sel_menu_maru
sel_menu_option
sel_menu_play_icon
sel_menu_title
sel_potti
sel_potti_bar
sel_menu_bil_eight
sel_menu_bil_jpn9
sel_menu_bil_rot
sel_menu_bil_us9
sel_menu_bowl_chall
sel_menu_bowl_nml
sel_menu_bowl_spe
sel_menu_bwl_10pins
sel_menu_bwl_9pins
sel_menu_bwl_strike
sel_menu_dog_nml
sel_menu_dog_serv
sel_menu_doubles
sel_menu_fight_nml
sel_menu_fight_serv
sel_menu_golf_m
sel_menu_golf_s
sel_menu_grandprix
sel_menu_main_chall
sel_menu_main_prac
sel_menu_main_story
sel_menu_one
sel_menu_pk
sel_menu_single
sel_menu_time
sel_menu_tns_12cc
sel_menu_tns_1c2c
sel_menu_tour
sel_menu_vs
sel_mini_icon
sel_option_icon
sel_menu_mini
sel_level_advance
sel_level_easy
sel_level_normal
sel_batsu
sel_level_bwl_lv1
sel_level_bwl_lv2
sel_level_bwl_lv3
sel_e3_hand
sel_e3_new
sel_chara
sel_cont
sel_chara_bg
sel2_rac_map_131
sel2_rac_map_132
sel2_rac_map_133
sel2_rac_map_134
sel2_rac_map_135
sel2_rac_map_136
sel2_boa_map138
sel2_boa_map139
sel2_boa_map140
sel_level_gun_lv1
sel_level_gun_lv2
sel_level_gun_lv3
sel_level_master
sel_omake_movie
sel_omake_staff
fukidashi
game_banana
game_kiwaku_banana
game_kiwaku_saru
game_kiwaku_score
game_kiwaku_world
game_saru_num
game_score_asc
game_score_num
game_speed
game_speed_num
game_time_asc
game_time_ball
game_time_num
game_time_num_s
game_time_waku
game_window
game_goal
game_str_icon
game_world_icon_ad
game_world_icon_be
game_world_icon_ex
game_player
game_world_icon_ma
No Define
bwl_cha_waku_r
bwl_cha_waku_s
bwl_replay
bwl_curve_arrow
bwl_curve_ball
bwl_curve_ball_blue
bwl_curve_ball_red
bwl_curve_ball_yer
bwl_curve_base
bwl_curve_guide
bwl_curve_icon_aiai
bwl_curve_icon_baby
bwl_curve_icon_gongon
bwl_curve_icon_meemee
bwl_kiwaku
bwl_pins_base
bwl_pins_num
bwl_power_banana
bwl_power_gauge
bwl_power_waku
bwl_replay_arrow
bwl_score_spot
bwl_score_waku
bwl_score_waku_col
bwl_score_num
bwl_player
bwl_result_obi
rac_map_131
rac_map_132
rac_extension
rac_goal
rac_item_a
rac_item_b
rac_item_c
rac_item_d
rac_item_e
rac_item_f
rac_item_g
rac_item_h
rac_item_mini_a
rac_item_mini_b
rac_item_mini_c
rac_item_mini_d
rac_item_mini_e
rac_item_mini_f
rac_item_mini_g
rac_item_mini_h
rac_kmh
rac_mph
rac_player
rac_rank
rac_rap_mark
rac_rap_mark_b
rac_rap_mark_num
rac_rap_mark_num_s
rac_rap_mark_t
rac_rap_num
rac_map_133
rac_reverse
rac_live
rac_time_asc
rac_time_ball
rac_time_num
rac_time_num_s
rac_time_waku
rac_replay
rac_replay_arrow
rac_result_1st
rac_result_2nd
rac_result_3rd
rac_result_4th
rac_result_5th
rac_result_6th
rac_result_7th
rac_result_8th
rac_bonus
rac_speed_num
rac_map_134
rac_map_135
rac_map_136
rac_live_shine
rac_time_attack
rac_map_arrow
rac_rank_arrow
bil_kiwaku_mini2
bil_miniball
bil_pts
bil_score_num
bil_miniball_col
bil_kiwaku_mini
bil_kiwaku_sight
bil_moji
bil_moji2
bil_nextball
bil_power_gauge_banana
bil_power_gauge_hrd
bil_power_gauge_nml
bil_power_kiwaku
bil_num
bil_player
bil_miniball2
bil_nextball_8ball
bil_moji_8ball
bil_miniball_col2
fgt_banana
fgt_banana_bar
fgt_banana_point
fgt_face_a
fgt_face_b
fgt_face_g
fgt_face_m
fgt_ko
fgt_player
fgt_score_num
fgt_shine
glf_player
glf_power_banana
glf_power_gauge
glf_power_kyori
glf_power_waku
glf_power_gauge_a
glf_face_base
glf_face_a
glf_power_gauge_b
glf_power_gauge_c
glf_power_gauge_d
glf_sheet_1st
glf_sheet_2nd
glf_sheet_3rd
glf_sheet_4th
glf_sheet_banana
glf_sheet_color
glf_sheet_holes
glf_sheet_line
glf_sheet_lose
glf_sheet_mg
glf_sheet_mode
glf_sheet_num
glf_sheet_num2
glf_sheet_ox
glf_sheet_result
glf_sheet_total
glf_sheet_waku
glf_sheet_waku_r
glf_sheet_win
glf_icon_kyori
glf_icon_num
glf_icon_updown
glf_sheet_waku_col
glf_radar_hole
glf_radar_num
glf_radar_waku_a
glf_radar_waku_b
glf_score_num
glf_score_par
glf_score_pat
glf_score_waku
glf_miniflag
glf_power_a
glf_power_b
glf_power_c
glf_power_d
glf_sheet_draw
glf_score_shot
glf_icon_ft
glf_power_kyori_e
glf_icon_yd
glf_fukidashi
tgt_kmh
tgt_mainscore_moji
tgt_mainscore_num
tgt_mph
tgt_player
tgt_pt
tgt_pts
tgt_radar
tgt_radar_arrow
tgt_radar_target
tgt_result_line
tgt_result_mt
tgt_resultscore_moji
tgt_result_obi
tgt_result_round
tgt_result_waku
tgt_result_waku_b
tgt_result_waku_g
tgt_result_waku_r
tgt_result_waku_y
tgt_round_moji
tgt_round_num
tgt_round_waku
tgt_score_num
tgt_score_num_s
tgt_speed_num
tgt_wind_num
tgt_wind_waku
tgt_fukidashi_e
tgt_altimeter
tgt_altimeter_arrow
tgt_altimeter_bar
tgt_altimeter_capsule_b
tgt_altimeter_capsule_g
tgt_altimeter_capsule_r
tgt_altimeter_capsule_y
tgt_altimeter_num
tgt_fukidashi
tgt_fukidashi2
tgt_item_double
tgt_item_heavy
tgt_item_selector
tgt_item_stop
tgt_item_triple
tgt_item_wind
tgt_live
tgt_live_shine
tgt_wind_waku_e
how_kiwaku
how_bar
how_bar_circle
how_item_fgt_big
how_item_fgt_box
how_item_fgt_lng
how_item_fgt_vor
how_item_rac_bnn
how_item_rac_bom
how_item_rac_box
how_item_rac_ice
how_item_rac_pol
how_item_rac_spd
how_item_boa_gyo
how_item_boa_kujira
how_item_boa_submarine
how_item_boa_uzu
how_item_gun_auto
how_item_gun_big
how_item_gun_life
how_item_gun_score
how_item_gun_stop
how_item_gun_tama
how_item_rac_big
how_item_rac_gra
how_waku2_g
how_waku2_r
how_waku3_g
how_waku3_m
how_waku3_o
how_waku3_r
how_waku4_b
how_waku4_g
how_waku5_b
how_waku_b
how_waku_g
how_waku_m
how_waku_o
how_waku_r
how_arrow
how_cont
how_waku3_b
how_cont_arrow
how_cont_bar
how_item_rac_hom
how_item_tgt_banana
how_item_tgt_banana_one
how_item_tgt_brake
how_waku3_p
how_item_boa_box
how_waku6_b
how_item_tgt_magnet
how_waku_p
how_item_tgt_star
how_waku4_g2
how_waku4_r
how_waku_w
sel2_rouleticon_1
sel2_rouleticon_7
sel2_rouleticon_C
sel2_rouleticon_H
sel2_rouleticon_L
sel2_rouleticon_OUT
sel2_rouleticon_R
how_waku7_b
how_item_dog_banana
how_item_dog_pine
how_waku7_m
how_waku8_b
cmd_flower
sel_banana
sel_str_bar
sel_str_bar_waku
sel_str_joint
sel_str_joint_waku
sel_str_kiwaku
sel_str_kiwaku_s
sel_str_kiwaku_s_waku
sel_str_kiwaku_waku
sel_str_world_num
sel_kiwaku_str
sel_kiwaku_str2
sel_str_world
glf2_club
glf2_face_a
glf2_face_base
glf2_face_bunker
glf2_face_fairway
glf2_face_green
glf2_face_rough
glf2_fukidashi
glf2_icon_kyori
glf2_icon_num
glf2_icon_updown
glf2_icon_yd
glf2_miniflag
glf2_player
glf2_power_a
glf2_power_arrow_g
glf2_power_arrow_r
glf2_power_b
glf2_power_banana
glf2_power_c
glf2_power_d
glf2_power_gauge
glf2_power_gauge_a
glf2_power_gauge_b
glf2_power_gauge_c
glf2_power_gauge_d
glf2_power_kyori
glf2_power_kyori_e
glf2_power_waku
glf2_radar_hole
glf2_radar_num
glf2_radar_waku_a
glf2_radar_waku_b
glf2_score_num
glf2_score_par
glf2_score_pat
glf2_score_waku
glf2_sheet_1st
glf2_sheet_2nd
glf2_sheet_3rd
glf2_sheet_4th
glf2_sheet_banana
glf2_sheet_color
glf2_sheet_draw
glf2_sheet_holes
glf2_sheet_line
glf2_sheet_lose
glf2_sheet_mg
glf2_sheet_mode
glf2_sheet_num
glf2_sheet_num2
glf2_sheet_ox
glf2_sheet_result
glf2_sheet_total
glf2_sheet_waku
glf2_sheet_waku_col
glf2_sheet_waku_r
glf2_sheet_win
glf2_wind_waku
glf2_wind_num
glf2_result_obi
glf2_score_shot
No Define
dog_altimeter
dog_altimeter_arrow
dog_altimeter_bar
dog_altimeter_capsule_b
dog_altimeter_capsule_g
dog_altimeter_capsule_r
dog_altimeter_capsule_y
dog_altimeter_num
dog_bomb_icon
dog_item_big
dog_item_bomb
dog_item_double
dog_item_heavy
dog_item_kumo
dog_item_question
dog_item_selector
dog_item_stop
dog_item_toge
dog_item_triple
dog_item_wind
dog_kmh
dog_koudo_arrow_b
dog_life
dog_life_s
dog_life_waku
dog_life_waku_s
dog_mainscore_moji
dog_mainscore_num
dog_medal
dog_mph
dog_player
dog_pt
dog_pts
dog_radar
dog_medal_point
dog_alert_lock
dog_result_line
dog_live
dog_result_num
dog_result_round
dog_result_waku
dog_result_waku_b
dog_result_waku_g
dog_result_waku_r
dog_result_waku_y
dog_round_moji
dog_round_num
dog_round_waku
dog_score_num
dog_score_num_s
dog_speed_num
dog_time_waku
dog_wind_num
dog_live_shine
dog_time_num
dog_koudo_arrow_g
dog_koudo_arrow_r
dog_koudo_arrow_y
dog_alert_missile
dog_life_m
dog_life_waku_m
dog_result_obi
dog_score_num_m
dog_speed_num_s
fgt2_banana_bar
fgt2_banana_point
fgt2_hnd_marker
fgt2_hnd
fgt2_banana
fgt2_face_a
fgt2_face_b
fgt2_face_g
fgt2_face_m
fgt2_ko
fgt2_player
fgt2_shine
fgt2_score_num
gun_life
gun_life_waku
gun_player
gun_result_obi
gun_score_num
gun_tama
gun_tama_waku_l
gun_tama_waku_m
gun_tama_waku_s
gun_reload
gun_tama_num
gun_alert_missile
gun_warning
gun_barette
gun_renda_waku
gun_renda_gauge
save_kiwaku_data
save_kiwaku_data_s
save_kiwaku_input
save_kiwaku_name
save_input_sel
save_input_waku
save_name_bar
save_kiwaku_info
save_kiwaku_title
perf.c
MODE
EVENT
DISP
change
GRPse04
allse
GRPse01
GRPse02
GRPse03
GRPnar
GRPboy
GRPgirl
GRPbaby
GRPgoli
GRPbil_set
GRPbow_set
bowl
GRPfight_set
fight
GRPgolf_set
golf
GRPrace_set
race
GRPtarget_set
target
GRPcomn_set
comn
GRPending
ending
GRPfutsal_set
futsal
GRPboat_set
boat
GRPdog_set
GRPgun_set
GRPcomn2_set
comn2
GRPs1a_set
GRPsel_set
GRPstream
GRPend
SND_SEB_SE_COIN_SEPCM_2
SND_SEB_SE_COIN_SEPCM_3
SND_SEB_SE_START_SEPCM
SND_SNGA_SNG_BNK0_FX_TEST
SND_SEB_SE_BALL_SEPCM
DMY_CODE
SND_SEB_SE_BALL_SEPCM_1
SND_SEB_SE_BALL_SEPCM_2
SND_SEB_SE_BALL_SEPCM_3
SND_SEB_SE_BALL_SEPCM_4
SND_SEB_SE_BALL_SEPCM_5
SND_SEB_SE_BALL_SEPCM_6
SND_SEB_SE_BALL_SEPCM_7
SND_SEB_SE_BALL_SEPCM_8
SND_SEB_SE_BALL_SEPCM_9
SND_SEB_SE_BALL_SEPCM_10
SND_SEB_SE_BALL_SEPCM_18
SND_SEB_SE_BALL_SEPCM_19
SND_SEB_SE_BALL_SEPCM_20
SND_SEB_SE_BALL_SEPCM_21
SND_SEB_SE_BALL_SEPCM_22
SND_SEB_SE_BALL_SEPCM_23
SND_SEB_SE_BALL_SEPCM_25
SND_SEB_SE_BALL_SEPCM_11
SND_SEB_SE_BALL_SEPCM_12
SND_SEB_SE_BALL_SEPCM_13
SND_SEB_SE_BALL_SEPCM_14
SND_SEB_SE_BALL_SEPCM_15
SND_SEB_SE_BALL_SEPCM_16
SND_SEB_SE_BALL_SEPCM_17
SND_SEB_SE_BALL_SEPCM_26
SND_SEB_SE_BALL_SEPCM_27
SND_SEB_SE_BALL_SEPCM_28
SND_SEB_SE_BALL_SEPCM_29
SND_SEB_SE_BALL_SEPCM_30
SND_SEB_SE_BALL_SEPCM_31
SND_SEB_SE_ETC_SEPCM
SND_SEB_SE_ETC_SEPCM_2
SND_SEB_SE_ETC_SEPCM_3
SND_SEB_SE_ETC_SEPCM_5
SND_SEB_SE_ETC_SEPCM_6
SND_SEB_SE_ETC_SEPCM_7
SND_SEB_SE_ETC_SEPCM_8
SND_SEB_SE_ETC_SEPCM_9
SND_SEB_SE_ETC_SEPCM_10
SND_SEB_SE_ETC_SEPCM_11
SND_SEB_SE_ETC_SEPCM_12
SND_SEB_SE_ETC_SEPCM_22
SND_SEB_SE_ETC_SEPCM_14
SND_SEB_SE_ETC_SEPCM_OFF
SND_SEB_SE_ETC_SEPCM_15
SND_SEB_SE_ETC_SEPCM_16
SND_SEB_SE_ETC_SEPCM_17
SND_SEB_SE_ETC_SEPCM_18
SND_SEB_SE_ETC_SEPCM_OFF_1
SND_SEB_SE_ETC_SEPCM_19
SND_SEB_SE_ETC_SEPCM_OFF_2
SND_SEB_SE_ETC_SEPCM_20
SND_SEB_SE_ETC_SEPCM_21
SND_SEB_SE_ETC_SEPCM_24
SND_SEB_SE_JGL_SEPCM_2
SND_SEB_SE_JGL_SEPCM_3
SND_SEB_SE_JGL_SE034UP_1
SND_SEB_SE_JGL_JGL01A_AIF_1
SND_SE01_RUN01
SND_SE01_RUN02
SND_SE01_RUN03
SND_SE01_FORPOP01_FPD
SND_SEB_SE_ETC_0_SEPCM_25
SND_SEB_SE_ETC_0_SEPCM_27
SND_SEB_SE_ETC_0_SEPCM_31
SND_SEB_SE_ETC_0_SEPCM_32
SND_SEB_SE_ETC_0_SEPCM_33
SND_SEB_SE_ETC_0_SEPCM_34
SND_SEB_SE_ETC_0_SEPCM_35
SND_SEB_SE_ETC_0_SEPCM_36
SND_SEB_SE_ETC_0_SEPCM_37
SND_SEB_SE_ETC_0_SEPCM_OFF_3
SND_SEB_SE_ETC_0_SEPCM_38
SND_SEB_SE_ETC_0_SEPCM_OFF_4
SND_SEB_SE_ETC_0_SEPCM_39
SND_SEB_SE_ETC_0_SEPCM_40
SND_SEB_SE_ETC_0_SEPCM_41
SND_SEB_SE_ETC_0_SEPCM_42
SND_SEB_SE_ETC_0_SEPCM_43
SND_SEB_SE_ETC_0_SEPCM_44
SND_SEB_SE_ETC_0_SEPCM_45
SND_SEB_SE_ETC_0_SEPCM_46
SND_SEB_SE_ETC_0_SEPCM_47
SND_SEB_SE_ETC_0_SEPCM_48
SND_SEB_SE_ETC_0_SEPCM_49
SND_SEB_SE_ETC_0_SEPCM_50
SND_SEB_SE_ETC_0_SEPCM_51
SND_SEB_SE_ETC_0_SEPCM_52
SND_SEB_SE_ETC_0_SEPCM_56
SND_SEB_SE_ETC_0_SEPCM_13
SND_SEB_RACKA_31_01_2
SND_SEB_RACKA_C_0003_WAV_2
SND_SEB_RACKA_C_0004_WAV
SND_SEB_YUKA_SEPCM_1_1
SND_SEB_YUKA_SEPCM_3_2
SND_SEB_YUKA_SEPCM_5_3
SFXse162
SFXse163
SFXse188
SFXse189
SFXse161
SND_SED_NAR_SEGA
SND_SED_NAR_TITTLE1
SND_SED_NAR_TITTLE2
SND_SED_NAR_0
SND_SED_NAR_1
SND_SED_NAR_2
SND_SED_NAR_3
SND_SED_NAR_4
SND_SED_NAR_5
SND_SED_NAR_6
SND_SED_NAR_7
SND_SED_NAR_8
SND_SED_NAR_9
SND_SED_NAR_READY
SND_SED_NAR_GO
SND_SED_NAR_GO2
SND_SED_NAR_RINGOUT
SND_SED_NAR_HURRY
SND_SED_NAR_CLEAR
SND_SED_NAR_TIMEOVER
SND_SED_NAR_GAMEOVER
SND_SED_NAR_BONUSFIN
SND_SED_NAR_CLEAR_FLOOR
SND_SED_NAR_CLEAR_GAME
SND_SED_NAR_CONGLA
SND_SED_NAR_CONTINUE
SND_SED_NAR_FALLOUT
SND_SED_NAR_GOAL
SND_SED_NAR_PERFECT
SND_SED_NAR_PRESS
SND_SED_NAR_READY2
SND_SED_NAR_SEL_LV
SND_SED_NAR_SEL_MK
SND_SED_NAR_THANKYOU
SND_SED_NAR_FALL00
SND_SED_NAR_FALL01
SND_SED_NAR_FALL02
SND_SED_NAR_N4_ES
SND_SED_NAR_OP_TRN
SND_SED_NAR_RST5
SND_SED_NAR_HAMMER1
SND_SED_NAR_HAMMER2
SND_SED_NAR_RAIN1
SND_SED_NAR_RAIN1_OFF
SND_SED_NAR_RAIN2
SND_SED_NAR_RAIN2_OFF
SND_SED_NAR_BOYM_START2
SND_SED_NAR_BOYM_START3
SND_SED_NAR_GIRLM_GOAL3
SND_SED_NAR_BABYM_START3
SND_SED_VO1_BOYM_START1
SND_SED_VO1_BOYM_START2
SND_SED_VO1_BOYM_START3
SND_SED_VO1_BOYM_START4
SND_SED_VO1_BOYM_TIMEOVER1
SND_SED_VO1_BOYM_TIMEOVER2
SND_SED_VO1_BOYM_OCHISOU1
SND_SED_VO1_BOYM_OCHISOU2
SND_SED_VO1_BOYM_OCHISOU3
SND_SED_VO1_BOYM_BGET
SND_SED_VO1_BOYM_BBGET1
SND_SED_VO1_BOYM_BBGET2
SND_SED_VO1_BOYM_COLI1
SND_SED_VO1_BOYM_COLI2
SND_SED_VO1_BOYM_COLI3
SND_SED_VO1_BOYM_COLI4
SND_SED_VO1_BOYM_COLI5
SND_SED_VO1_BOYM_COLI6
SND_SED_VO1_BOYM_COLI7
SND_SED_VO1_BOYM_QUEST1
SND_SED_VO1_BOYM_ANGLY
SND_SED_VO1_BOYM_LAUGH
SND_SED_VO1_BOYM_CRY
SND_SED_VO1_BOYM_GOAL1
SND_SED_VO1_BOYM_GOAL2
SND_SED_VO1_BOYM_GOAL3
SND_SED_VO1_BOYM_FALL1
SND_SED_VO1_BOYM_FALL2
SND_SED_VO1_BOYM_FALL3
SND_SED_VO1_BOYM_FALL4
SND_SED_VO1_BOYM_HELLO
SND_SED_VO1_BOYM_BYE
SND_SED_VO1_BOYM_SEEYOU
SND_SED_VO1_BOYH_START1
SND_SED_VO1_BOYH_OCHISOU1
SND_SED_VO1_BOYH_OCHISOU2
SND_SED_VO1_BOYH_OCHISOU3
SND_SED_VO1_BOYH_OCHISOU5
SND_SED_VO1_BOYH_OCHISOU7
SND_SED_VO1_BOYH_OCHISOU8
SND_SED_VO1_BOYH_OCHISOU9
SND_SED_VO1_BOYH_LAUGH2
SND_SED_VO1_BOYH_GOAL1
SND_SED_VO1_BOYH_GOAL2
SND_SED_VO1_BOYH_GOAL3
SND_SED_VO1_BOYH_FALL1
SND_SED_VO1_BOYH_FALL1L
SND_SED_VO2_GIRLM_START
SND_SED_VO2_GIRLM_TIMEOVER
SND_SED_VO2_GIRLM_OCHISOU1
SND_SED_VO2_GIRLM_OCHISOU2
SND_SED_VO2_GIRLM_OCHISOU3
SND_SED_VO2_GIRLM_BGET1
SND_SED_VO2_GIRLM_BGET2
SND_SED_VO2_GIRLM_BGET3
SND_SED_VO2_GIRLM_BGET4
SND_SED_VO2_GIRLM_BGET5
SND_SED_VO2_GIRLM_BBGET1
SND_SED_VO2_GIRLM_BBGET2
SND_SED_VO2_GIRLM_BBGET3
SND_SED_VO2_GIRLM_BBGET4
SND_SED_VO2_GIRLM_COLI1
SND_SED_VO2_GIRLM_COLI2
SND_SED_VO2_GIRLM_COLI3
SND_SED_VO2_GIRLM_COLI4
SND_SED_VO2_GIRLM_COLI5
SND_SED_VO2_GIRLM_COLI6
SND_SED_VO2_GIRLM_COLI7
SND_SED_VO2_GIRLM_COLI8
SND_SED_VO2_GIRLM_COLI9
SND_SED_VO2_GIRLM_QUEST1
SND_SED_VO2_GIRLM_QUEST2
SND_SED_VO2_GIRLM_ANGLY1
SND_SED_VO2_GIRLM_ANGLY2
SND_SED_VO2_GIRLM_CRY1
SND_SED_VO2_GIRLM_GOAL1
SND_SED_VO2_GIRLM_GOAL2
SND_SED_VO2_GIRLM_GOAL3
SND_SED_VO2_GIRLM_GOAL4
SND_SED_VO2_GIRLM_FALL1
SND_SED_VO2_GIRLM_FALL2
SND_SED_VO2_GIRLM_HELLO
SND_SED_VO2_GIRLM_BYE1
SND_SED_VO2_GIRLM_BYE2
SND_SED_VO2_GIRLM_SEEYOU
SND_SED_VO2_GIRLH_START1
SND_SED_VO2_GIRLH_OCHISOU1
SND_SED_VO2_GIRLH_OCHISOU2
SND_SED_VO2_GIRLH_OCHISOU3
SND_SED_VO2_GIRLH_OCHISOU5
SND_SED_VO2_GIRLH_OCHISOU8
SND_SED_VO2_GIRLH_FALL2
SND_SED_VO2_GIRLH_FALL2L
SND_SED_VO3_BABYM_START2
SND_SED_VO3_BABYM_START3
SND_SED_VO3_BABYM_TIMEOVER
SND_SED_VO3_BABYM_OCHISOU1
SND_SED_VO3_BABYM_OCHISOU2
SND_SED_VO3_BABYM_OCHISOU3
SND_SED_VO3_BABYM_BGET1
SND_SED_VO3_BABYM_BGET2
SND_SED_VO3_BABYM_BGET3
SND_SED_VO3_BABYM_BBGET1
SND_SED_VO3_BABYM_BBGET2
SND_SED_VO3_BABYM_BBGET3
SND_SED_VO3_BABYM_COLI1
SND_SED_VO3_BABYM_COLI2
SND_SED_VO3_BABYM_COLI4
SND_SED_VO3_BABYM_COLI5
SND_SED_VO3_BABYM_COLI6
SND_SED_VO3_BABYM_QUEST1
SND_SED_VO3_BABYM_QUEST2
SND_SED_VO3_BABYM_ANGLY
SND_SED_VO3_BABYM_LAUGH
SND_SED_VO3_BABYM_CRY1
SND_SED_VO3_BABYM_CRY2
SND_SED_VO3_BABYM_GOAL1
SND_SED_VO3_BABYM_GOAL2
SND_SED_VO3_BABYM_FALL1
SND_SED_VO3_BABYM_FALL2
SND_SED_VO3_BABYM_FALL3
SND_SED_VO3_BABYM_FALL4
SND_SED_VO3_BABYH_START1
SND_SED_VO3_BABYH_TIMEOVER3
SND_SED_VO3_BABYH_OCHISOU1
SND_SED_VO3_BABYH_OCHISOU2
SND_SED_VO3_BABYH_OCHISOU3
SND_SED_VO3_BABYH_OCHISOU4
SND_SED_VO3_BABYH_OCHISOU6
SND_SED_VO3_BABYH_OCHISOU7
SND_SED_VO3_BABYH_BGET4
SND_SED_VO3_BABYH_COLI4
SND_SED_VO3_BABYH_LAUGH1
SND_SED_VO3_BABYH_FALL1
SND_SED_VO3_BABYH_FALL1L
SFXgoli_1up_basic_macro
SFXgoli_bumper1_basic_macro
SFXgoli_bumper2_basic_macro
SFXgoli_bumper3_basic_macro
SFXgoli_bumper4_basic_macro
SFXgoli_bumper5_basic_macro
SFXgoli_bumper6_basic_macro
SFXgoli_conte_basic_macro
SFXgoli_fall1_basic_macro
SFXgoli_fall2_basic_macro
SFXgoli_gameover_basic_macro
SFXgoli_get1_basic_macro
SFXgoli_goal_basic_macro
SFXgoli_goal2_basic_macro
SFXgoli_goal3_basic_macro
SFXgoli_goal4_basic_macro
SFXgoli_husaget1_basic_macro
SFXgoli_select_basic_macro
SFXgoli_shock1_basic_macro
SFXgoli_shock2_basic_macro
SFXgoli_shock3_basic_macro
SFXgoli_shock4_basic_macro
SFXgoli_start_basic_macro
SFXgoli_timeover_basic_macro
SFXcushion01_basic_macro
SFXcushion02_basic_macro
SFXcushion03_basic_macro
SFXhit01_basic_macro
SFXhit02_basic_macro
SFXhit03_basic_macro
SFXhit04_basic_macro
SFXhit06_basic_macro
SFXhit07_basic_macro
SFXhit08_basic_macro
SFXhit09_basic_macro
SFXpoket01_basic_macro
SFXpoket02_basic_macro
SFXshot01_basic_macro
SFXshot02_basic_macro
SFXshot03_basic_macro
SFXshot04_basic_macro
SFXapplaudb_basic_macro
SFXtoogoodb_basic_macro
SFXcushion04_basic_macro
SFXcushion05_basic_macro
SFXshot_moresoft_basic_macro
SFXshot_soft_basic_macro
SFXapplaudbbig_basic_macro
SFXapplaudbnocl_basic_macro
SFXapplaudbnol_basic_macro
SFXbill_foul_l_basic_macro
SFXbill_foul_r_basic_macro
SFXbill_lose_l_basic_macro
SFXbill_lose_r_basic_macro
SFXbill_senkou_l_basic_macro
SFXbill_senkou_r_basic_macro
SFXbill_win_l_basic_macro
SFXbill_win_r_basic_macro
SFXboob_basic_macro
SFXcushion06_basic_macro
SFXshotshift_basic_macro
SFX1st_match_basic_macro
SFX2nd_match_basic_macro
SFX3rd_match_basic_macro
SFXbreak_ace_01_basic_macro
SFXbreak_ace_02_basic_macro
SFXbreak_ace_03_basic_macro
SFXbreak_shot_basic_macro
SFXcanon_shot_basic_macro
SFXcombination_shot_basic_macro
SFXfinal_match_basic_macro
SFXfoul_basic_macro
SFXfree_ball_basic_macro
SFXfree_drop_basic_macro
SFXkiss_shot_basic_macro
SFXpocket_01_basic_macro
SFXpocket_02_basic_macro
SFXpocket_03_basic_macro
SFXpocket_04_basic_macro
SFXsafety_basic_macro
SFXspecial_match_basic_macro
SFXna_030_solid_bm
SFXna_031_stripe_bm
SFXna_032_lowball_bm
SFXna_033_highball_bm
SFXna_034_banking_bm
SFXna_035_break_and_run_bm
SFXna_036_call_bm
SFXna_037_open_bake_bm
SFXna_038_scratch_bm
SFXna_039_table_open_bm
SFXna_040_draw_bm
SFXslidebar_bil_bm
SFXexcellent_bil
SFXna2_058_theballis_bm
SFXna2_059_placetheball_bm
SFXna2_060_placetheballhead_bm
SFXballpin_heavy_basic_macro
SFXballpin_light_basic_macro
SFXballpin_normal_basic_macro
SFXhit_after01_basic_macron
SFXpinfloor_heavy_basic_macro
SFXpinfloor_light_basic_macro
SFXpinfloor_normal02_basic_macro
SFXpinfloor_normal_basic_macro
SFXpinpin01_basic_macro
SFXpinpin02_basic_macro
SFXpinpin03_basic_macro
SFXpinpin04_basic_macro
SFXpinpin05_basic_macro
SFXpinpin06_basic_macro
SFXroll_basic_macro
SFXstrike01_basic_macron
SFXstrike02_basic_macron
SFXstrike03_basic_macron
SFXstrike04_basic_macron
SFXthrow01_basic_macro
SFXscorechange_basic_macro
SFXgutter_basic_macro
SFXmachine1_basic_macron
SFXmachine2_basic_macron
SFXgutterbuzzer_basic_macron
SFXnyuinyui_basic_macro
SFXsparebuzzer_basic_macron
SFXstrikebuzzer_basic_macron
SFXcourse_basic_macron
SFXdecision_basic_macron
SFXmachine3_basic_macron
SFXmachine4_basic_macron
SFXmachine5_basic_macron
SFXbowl_miss_l_basic_macro
SFXbowl_miss_r_basic_macro
SFXbowl_normal_l_basic_macro
SFXbowl_normal_r_basic_macro
SFXbowl_perfect_l_basic_macro
SFXbowl_perfect_r_basic_macro
SFXbowl_spare_l_basic_macro
SFXbowl_spare_r_basic_macro
SFXbowl_strike_l_basic_macro
SFXbowl_strike_r_basic_macro
SFXbowl_turkey_l_basic_macro
SFXbowl_turkey_r_basic_macro
SFXpinpinhigh_basic_macro
SFXtick_basic_macro
SFXtock_basic_macro
SFXfirework1_basic_macro
SFXfirework2_basic_macro
SFXdouble_basic_macro
SFXexcellent_basic_macro
SFXgutter_basic_macro_1
SFXmiss_basic_macro
SFXpunch_out_01_basic_macro
SFXpunch_out_02_basic_macro
SFXspare_basic_macro
SFXstrike_basic_macro
SFXtry_again_basic_macro
SFXturkey_basic_macro
SFXclear2_basic_macro
SFXperfect2_basic_macro
SFXdouble_basic_macro_1
SFXexcellent_basic_macro_1
SFXgutter_basic_macro_1_1
SFXmiss_basic_macro_1
SFXpunch_out_01_basic_macro_1
SFXpunch_out_02_basic_macro_1
SFXspare_basic_macro_1
SFXstrike_basic_macro_1
SFXtry_again_basic_macro_1
SFXturkey_basic_macro_1
SFXclear2_basic_macro_1
SFXperfect2_basic_macro_1
SFXna_028_clear_bm
SFXna_029_failed_bm
SFXboxdrop_basic_macro
SFXelectricalshock01_basic_macron
SFXelectricalshock02_basic_macron
SFXgong_bell04_basic_macron
SFXgong_bell05_basic_macron
SFXgong_bell_a_basic_macro
SFXitemboxbreak_basic_macro
SFXitemboxbroke_basic_macro
SFXpunch04_basic_macro
SFXpunch05_basic_macro
SFXpunch06_basic_macro
SFXpunch07_basic_macro
SFXpunch08_basic_macro
SFXpunch_longbig01_basic_macro
SFXpunch_longbig02_basic_macron
SFXspring01_basic_macron
SFXspring02_basic_macro
SFXswing01_basic_macro
SFXtouchdown01_basic_macron
SFXtouchdown03_basic_macron
SFXspinpunch_basic_macro
SFXbigpunch_basic_macro
SFXrevive_basic_macron
SFXstar_basic_macro
SFXfight_win_l_basic_macro
SFXfight_win_r_basic_macro
SFXfight_01_basic_macro
SFXfight_02_basic_macro
SFXfinal_round_01_basic_macro
SFXfinal_round_02_basic_macron
SFXfinal_round_03_basic_macro
SFXfinal_round_04_basic_macro
SFXringout_01_basic_macro
SFXringout_02_basic_macro
SFXround01_basic_macro
SFXround02_basic_macro
SFXround03_basic_macro
SFXround04_basic_macro
SFXround05_basic_macro
SFXround06_basic_macro
SFXround07_basic_macro
SFXround08_basic_macro
SFXround09_basic_macro
SFXround10_basic_macro
SFXround11_basic_macro
SFXround12_basic_macro
SFXround13_basic_macro
SFXround14_basic_macro
SFXround15_basic_macro
SFXround16_basic_macro
SFXround17_basic_macro
SFXround18_basic_macro
SFXround19_basic_macro
SFXround20_basic_macro
SFXsudden_death_01_basic_macro
SFXsudden_death_02_basic_macro
SFXfight_01_basic_macro_1
SFXfight_02_basic_macro_1
SFXfinal_round_01_basic_macro_1
SFXfinal_round_02_basic_macro_1n
SFXfinal_round_03_basic_macro_1
SFXfinal_round_04_basic_macro_1
SFXringout_01_basic_macro_1
SFXringout_02_basic_macro_1
SFXround01_basic_macro_1
SFXround02_basic_macro_1
SFXround03_basic_macro_1
SFXround04_basic_macro_1
SFXround05_basic_macro_1
SFXround06_basic_macro_1
SFXround07_basic_macro_1
SFXround08_basic_macro_1
SFXround09_basic_macro_1
SFXround10_basic_macro_1
SFXround11_basic_macro_1
SFXround12_basic_macro_1
SFXround13_basic_macro_1
SFXround14_basic_macro_1
SFXround15_basic_macro_1
SFXround16_basic_macro_1
SFXround17_basic_macro_1
SFXround18_basic_macro_1
SFXround19_basic_macro_1
SFXround20_basic_macro_1
SFXsudden_death_01_basic_macro_1
SFXsudden_death_02_basic_macro_1
SFXbig_p_bm
SFXgolden_punch_bm
SFXin1_basic_macro
SFXlawn_a_basic_macro
SFXlawn_b_basic_macro
SFXswisha_a_basic_macro
SFXswish_b_basic_macro
SFXtrip_basic_macron
SFXapplaud_basic_macro
SFXapplaud_big_basic_macro
SFXbird_basic_macro
SFXbird_loop_basic_macro
SFXboo_basic_macro
SFXcheer_basic_macro
SFXputter_normal_basic_macro
SFXputter_soft_basic_macro
SFXscorechange02_basic_macro
SFXtoogood1_basic_macro
SFXtoogood2_basic_macro
SFXawkward_basic_macron
SFXflag_basic_macro
SFXafterob_basic_macro
SFXgolf_birdie_l_basic_macro
SFXgolf_birdie_r_basic_macro
SFXgolf_bogie_l_basic_macro
SFXgolf_bogie_r_basic_macro
SFXgolf_giveup1_l_basic_macro
SFXgolf_giveup1_r_basic_macro
SFXgolf_giveup2_l_basic_macron
SFXgolf_giveup2_r_basic_macron
SFXgolf_holein1_l_basic_macro
SFXgolf_holein1_r_basic_macro
SFXgolf_ob_l_basic_macro
SFXgolf_ob_r_basic_macro
SFXgolf_par_l_basic_macro
SFXgolf_par_r_basic_macro
SFXpolehit_basic_macron
SFXbirdie_basic_macro_1
SFXbirdie_basic_macro
SFXbogey_basic_macro_1
SFXbogey_basic_macro
SFXdouble_bogey_basic_macro
SFXdouble_bogey_basic_macro_1
SFXgive_up_basic_macro
SFXgive_up_basic_macro_1
SFXhole_in_one_basic_macro_1
SFXhole_in_one_basic_macro
SFXnice_on_basic_macro_1
SFXnice_on_basic_macro
SFXnice_touch_basic_macro
SFXnice_touch_basic_macro_1
SFXob_basic_macro
SFXob_basic_macro_1
SFXpar_basic_macro
SFXpar_basic_macro_1
SFXna_019_albatross_bm
SFXna_020_eagle_bm
SFXslidebar_bm
SFXfairground_bm
SFXrough_bm
SFXsandtouchdown_bm
SFXshot_pass_bm
SFXniceshot_bm
SFXbanana_basic_macro
SFXbanana_big_basic_macron
SFXdash_a_basic_macro
SFXdash_b_basic_macro
SFXdash_c_basic_macron
SFXhit_basic_macro
SFXjumpstand_basic_macron
SFXjumpstand_close_basic_macron
SFXrecover_basic_macron
SFXreverse_basic_macro
SFXsignal1_basic_macro
SFXsignal2_basic_macro
SFXstick_basic_macron
SFXstick_close_basic_macron
SFXthrow_basic_macro
SFXbrake_basic_macro
SFXcrack_basic_macron
SFXcrackcrash_basic_macron
SFXrun_basic_macron
SFXsandrun_basic_macron
SFXitem_hit_basic_macron
SFXboxdrop_r_basic_macro
SFXdrumcan_basic_macro
SFXsignal_a_basic_macro
SFXracelast_l_basic_macro
SFXracelast_r_basic_macro
SFXracetop_l_basic_macro
SFXracetop_r_basic_macro
SFXcure_basic_macro
SFXalright_01_basic_macro
SFXalright_02_basic_macro
SFXalright_03_basic_macro
SFXbest_lap_basic_macro
SFXbest_record_01_basic_macro
SFXbest_record_02_basic_macro
SFXfastest_lap_basic_macro
SFXfinal_lap_01_basic_macro
SFXfinal_lap_02_basic_macro
SFXkeep_on_01_basic_macro
SFXkeep_on_02_basic_macro
SFXkeep_on_03_basic_macro
SFXnew_record_01_basic_macro
SFXnew_record_02_basic_macro
SFXtime_extension_basic_macro
SFXgo_001_basic_macro
SFXgo_002_basic_macro
SFXgo_003_basic_macro
SFXready_001_basic_macro
SFXready_002_basic_macro
SFXround01_basic_macro_1_1
SFXround02_basic_macro_1_1
SFXround03_basic_macro_1_1
SFXround04_basic_macro_1_1
SFXround05_basic_macro_1_1
SFXround06_basic_macro_1_1
SFXfinal_round_01_basic_macro_1_1
SFXfinal_round_03_basic_macro_1_1
SFXfinal_round_04_basic_macro_1_1
SFXna_059_time_bounus_bm
SFXna_090_goal_race_good
SFXna_091_goal_race_bad
SFXna2_031_goal_bm
SFXna2_032_backontrack_bm
SFXbigball_race
SFXblow1_basic_macro
SFXblow2_basic_macro
SFXblow3_basic_macro
SFXblow4_basic_macro
SFXbubble_baby01_basic_macron
SFXbubble_baby02_basic_macro
SFXbubble_boy01_basic_macron
SFXbubble_boy02_basic_macro
SFXbubble_girl01_basic_macron
SFXbubble_girl02_basic_macro
SFXfly_basic_macro
SFXopen_a_basic_macro
SFXopen_b_basic_macro
SFXtouchdown02_basic_macro
SFXalart_basic_macro
SFXtarget_miss_l_basic_macro
SFXsplash_ball_basic_macro
SFXsplash_open_basic_macro
SFXtarget_miss_r_basic_macro
SFXcloud_basic_macro
SFXwave_small_basic_macro
SFXaid_basic_macro
SFXbarbball_basic_macro
SFXhindrance_basic_macro
SFXhindrance2_basic_macro
SFXmarkbig_basic_macro
SFXpanel_basic_macron
SFXwindwall_basic_macron
SFXtarget_score_hi_basic_macro
SFXbond_basic_macro
SFXroulette_basic_macro
SFXtarget_score_hi_l_basic_macro
SFXheavydrop_basic_macro
SFXtarget_score_hi_r_basic_macro
SFXtarget_score_normal_l_basic_macro
SFXtarget_score_normal_r_basic_macro
SFXtarget_score_super_l_basic_macro
SFXtarget_score_super_r_basic_macro
SFXbubble_goli_basic_macro
SFXkurukuru_basic_macro
SFXalright_basic_macro
SFXbomb_basic_macro_1
SFXbrake_ball_basic_macro
SFXclowd_basic_macro
SFXdouble_score_basic_macro
SFXgood_basic_macro
SFXmagnet_ball_basic_macro
SFXno_wind_basic_macro
SFXoh_no_01_basic_macro
SFXoh_no_02_basic_macro
SFXout_jp_basic_macro
SFXout_us_basic_macro
SFXsafe_jp_basic_macro
SFXsafe_us_basic_macro
SFXspike_ball_jp_basic_macro
SFXspike_ball_us_basic_macro
SFXstrong_wind_basic_macro
SFXtriple_score_basic_macro
SFXvery_good_basic_macro
SFXexcellent2_basic_macro
SFXmiss2_basic_macro
SFXalright_basic_macro_1
SFXbomb_basic_macro_1_1
SFXbrake_ball_basic_macro_1
SFXclowd_basic_macro_1
SFXdouble_score_basic_macro_1
SFXgood_basic_macro_1
SFXmagnet_ball_basic_macro_1
SFXno_wind_basic_macro_1
SFXoh_no_01_basic_macro_1
SFXoh_no_02_basic_macro_1
SFXout_jp_basic_macro_1
SFXout_us_basic_macro_1
SFXsafe_jp_basic_macro_1
SFXsafe_us_basic_macro_1
SFXspike_ball_jp_basic_macro_1
SFXspike_ball_us_basic_macro_1
SFXstrong_wind_basic_macro_1
SFXtriple_score_basic_macro_1
SFXvery_good_basic_macro_1
SFXexcellent2_basic_macro_1
SFXmiss2_basic_macro_1
SFXround01_basic_macro_2
SFXround02_basic_macro_2
SFXround03_basic_macro_2
SFXround04_basic_macro_2
SFXround05_basic_macro_2
SFXround06_basic_macro_2
SFXround07_basic_macro_1_1
SFXround08_basic_macro_1_1
SFXround09_basic_macro_1_1
SFXround10_basic_macro_1_1
SFXround11_basic_macro_1_1
SFXround12_basic_macro_1_1
SFXround13_basic_macro_1_1
SFXround14_basic_macro_1_1
SFXround15_basic_macro_1_1
SFXfinal_round_01_basic_macro_2
SFXfinal_round_03_basic_macro_2
SFXfinal_round_04_basic_macro_2
SFXna_048_score_multiply_bm
SFXna_049_lucky_star_bm
SFXna_050_bounus_bm
SFXna_051_bounus_score_bm
SFXna_052_speed_up_bm
SFXna_053_speed_down_bm
SFXna_054_wind_bm
SFXna_055_smoke_bm
SFXna_056_success_bm
SFXgate_open_bm
SFXgate_stop_bm
SFXgate_up_bm
SFXna2_028_bombblast_bm
SFXna2_029_bananabunch_bm
SFXball_bump_basic_macron
SFXbomb_basic_macro
SFXcamera_switch1_basic_macro
SFXcamera_switch2_basic_macro
SFXitem_basic_macron
SFXnormalitem_get_basic_macron
SFXpowerscale1_basic_macro
SFXpowerscale2_basic_macro
SFXshot_power_basic_macro
SFXspitem_get_basic_macron
SFX1up_basic_macro
SFXfinishfly2_basic_macro
SFXtapecut_basic_macro
SFXball_bumpbig_basic_macro
SFXpower1_basic_macro
SFXpower2_basic_macro
SFXgauge1_basic_macron
SFXgauge2_basic_macron
SFXcancell_basic_macro
SFXcomdecision_basic_macro
SFXgauge3_basic_macron
SFXgauge4_basic_macro
SFXbirdc_basic_macro
SFXbirdc_loop_basic_macro
SFXbonus_finish_basic_macron
SFXcount_00_basic_macron
SFXcount_01_basic_macron
SFXcount_02_basic_macron
SFXcount_03_basic_macron
SFXcount_04_basic_macron
SFXcount_05_basic_macron
SFXcount_06_basic_macron
SFXcount_07_basic_macron
SFXcount_08_basic_macron
SFXcount_09_basic_macron
SFXcount_10_basic_macro
SFXcount_11_basic_macro
SFXcount_12_basic_macro
SFXcount_13_basic_macro
SFXcount_14_basic_macro
SFXcount_15_basic_macro
SFXcount_16_basic_macro
SFXcount_17_basic_macro
SFXcount_18_basic_macro
SFXcount_19_basic_macro
SFXcount_20_basic_macro
SFXfallout_01_basic_macron
SFXfallout_02_basic_macro
SFXfallout_03_basic_macro
SFXfloor_clear_basic_macro
SFXgame_clear_basic_macro
SFXgame_over_basic_macron
SFXgo_01_basic_macro
SFXgo_02_basic_macron
SFXgo_03_basic_macro
SFXgo_04_basic_macro
SFXgoal_01_basic_macro
SFXgoal_02_basic_macron
SFXgoal_03_basic_macro
SFXgoal_04_basic_macro
SFXhurry_up_basic_macron
SFXready_01_basic_macro
SFXready_02_basic_macro
SFXstage_clear_basic_macron
SFXtime_over_basic_macron
SFXcontinue2_basic_macron
SFXenter_your_name_basic_macro
SFXsee_you_again_basic_macro
SFXthanx_for_playn_basic_macro
SFXchamp_01_basic_macro
SFXchamp_02_basic_macron
SFXcongra_01_basic_macron
SFXcongra_02_basic_macro
SFXcongra_03_basic_macron
SFXdraw_basic_macro
SFXfinish_01_basic_macro
SFXfinish_02_basic_macro
SFXfinish_03_basic_macron
SFXlose_01_basic_macro
SFXlose_02_basic_macro
SFXplayer1_basic_macro
SFXplayer1win_basic_macron
SFXplayer2_basic_macro
SFXplayer2win_basic_macron
SFXplayer3_basic_macro
SFXplayer3win_basic_macron
SFXplayer4_basic_macro
SFXplayer4win_basic_macron
SFXrank_in_basic_macro
SFXresult_01_basic_macro
SFXresult_02_basic_macro
SFXstart_basic_macro
SFXtoobad_01_basic_macro
SFXtoobad_02_basic_macro
SFXwin_01_basic_macro
SFXwinner_01_basic_macro
SFXyou_lose_03_basic_macro
SFXyou_win_01_basic_macro
SFXyou_win_02_basic_macron
SFXav_basic_macron
SFXsmb_basic_macron
SFXsega2_basic_macron
SFXperfect3_basic_macron
SFXpressstart_basic_macron
SFXringout_03_basic_macro
SFXdropstone_basic_macro
SFXfly1_basic_macro
SFXfly2_basic_macro
SFXheavydrope_basic_macro
SFXopen_c_basic_macro
SFXsit_basic_macro
SFXcharge_basic_macro
SFXdoorclose_basic_macro
SFXdooropen_basic_macro
SFXknock1_basic_macro
SFXbananadorop_basic_macro
SFXbar1_bm
SFXbr1_bm
SFXbr2_bm
SFXhalftime_bm
SFXhead1_bm
SFXkoke2_bm
SFXkpr_punch_bm
SFXkpr_slide_bm
SFXlosstime_bm
SFXnet1_bm
SFXnet2_bm
SFXobj_fence2_bm
SFXobj_kanban2_bm
SFXobj_kanban3_bm
SFXowngoal_bm
SFXpass1_inside_bm
SFXpass3_bm
SFXpost2_bm
SFXpost3_bm
SFXshoot1_bm
SFXshoot2_bm
SFXshoot4_corner_bm
SFXsliding2_bm
SFXsliding4_bm
SFXwhistle1_bm
SFXwhistle3_bm
SFXwhistle4_bm
SFXwhistle5_bm
SFXwhistle9_bm
SFXwhistlea_bm
SFXna_062_kickoff_bm
SFXna_063_pk_bm
SFXna_064_losstime_bm
SFXna_065_injurytime_bm
SFXna_066_v_goal_bm
SFXna_067_golden_goal_bm
SFXna_068_half_time_bm
SFXna_069_gameset_bm
SFXna_070_congratulations_bm
SFXna_071_player1wins_bm
SFXna_072_player2wins_bm
SFXna_073_timeup_bm
SFXna_074_highlights_bm
SFXna_075_almost_bm
SFXna_076_soclose_bm
SFXna_077_today_bestgoal_bm
SFXna_078_fantastic_bm
SFXna_079_wonderful_goal_bm
SFXna_080_nice_bm
SFXna_081_good_bm
SFXna_082_great_bm
SFXna_083_goal_normal_bm
SFXna_083_goal_vgoal_bm
SFXna_084_owngoal_bm
SFXna_085_oh_no_bm
SFXna2_002_firstmatch_bm
SFXna2_003_secondmatch_bm
SFXna2_004_semifinal_bm
SFXna2_005_finalmatch_bm
SFXna2_006_testmatch_bm
SFXna2_007_exhibition_bm
SFXna2_007_frendlymatch_bm
SFXna2_008_champion_bm
SFXna2_009_gotothenextmatch_bm
SFXna2_010_p1takes_bm
SFXna2_010_player1kicks_bm
SFXna2_011_p2takes_bm
SFXna2_011_player2kicks_bm
SFXna2_012_nicesave_bm
SFXna2_013_courtchange_bm
SFXna2_014_switchside_bm
SFXna2_015_overtime_bm
SFXpaddle_1_bm
SFXpaddle_2_bm
SFXstream_mono_bm
SFXdive_bm
SFXitem_broach_bm
SFXpercussion_bm
SFXsink_bm
SFXtorpedo02_bm
SFXna_088_right_bm
SFXna_089_left_bm
SFXna_090_goal_bm
SFXna_091_goal_bm
SFXround01_boat
SFXround02_boat
SFXround03_boat
SFXfinal_lap_boat
SFXfinal_round_boat
SFXna_059_time_bounus_boat
SFXtime_extension_boat
SFXexplosion01_bm
SFXsignal1_boat
SFXsignal2_boat
SFXsignal_a_boat
SFXnew_record_01_boat
SFXnew_record_02_boat
SFXbest_record_01_boat
SFXbest_record_02_boat
SFXwaterfall_loop
SFXsubmarine_end_bm
SFXsubmarine_start_bm
SFXsubmarine_engine_loop
SFXslippery_loop
SFXfountain_loop
SFXwhirlpool_bm
SFXfinal_round_01_boat
SFXfinal_round_03_boat
SFXfinal_round_04_boat
SFXpower_bm
SFXpower_bar01_loop_softrelease
SFXpower_bar02_loop_softrelease
SFXpower_bar03_loop_softrelease
SFXlock_on01_bm
SFXlock_on02_bm
SFXmissile_hit01_bm
SFXmissile_hit02_bm
SFXpine_missile01_bm
SFXpine_missile02_bm
SFXvulcan_01_bm
SFXna_104_lockon_bm
SFXna_105_fire_bm
SFXna_106_approaching_bm
SFXna_106_warnig_bm
SFXna_107_bingo_bm
SFXna_108_miss_bm
SFXna_109_caution_bm
SFXna_109_life_low_bm
SFXna_110_crash_bm
SFXna_110_destroyed_bm
SFXacceleration_bm
SFXflight_bm
SFXmissile_hit03_bm
SFXmissile_meet01_bm
SFXnearmiss01_bm
SFXnearmiss02_bm
SFXrockon_alart_bm
SFXmissile_alart_bm
SFXblow1_dog
SFXblow2_dog
SFXblow3_dog
SFXblow4_dog
SFXfly_dog
SFXcloud_dog
SFXexplosion02_bm
SFXbubble_baby02
SFXbubble_boy02
SFXbubble_girl02
SFXbubble_goli
SFXna2_018_shotdown_bm
SFXna2_019_warningmissile_bm
SFXna2_020_missilealert_bm
SFXna2_021_lockonalert_bm
SFXna2_022_lifelow_bm
SFXna2_023_win_bm
SFXna2_024_lose_bm
SFXna2_025_draw_bm
SFXna2_026_suddendeath_bm
SFXna2_027_timeup_bm
SFXska01_bm
SFXska02_bm
SFXsplash_ball_dog
SFXsplash_open_dog
SFXwave_small_dog
SFXna_096_letsgo_bm
SFXna_096_letsstart_bm
SFXna_097_reload_bm
SFXna_098_empty_bm
SFXna_099_shoot_bm
SFXna_100_gratshot_bm
SFXna_100_greathit_bm
SFXna_100_hit_bm
SFXna_101_freeze_bm
SFXbomb01_bm
SFXbomb02_bm
SFXbomb03_bm
SFXgun1_bm
SFXgun2_bm
SFXgun3_bm
SFXgun4_bm
SFXgun5_bm
SFXhajiku01_bm
SFXhidan_bm
SFXlion01_bm
SFXlion02_bm
SFXoctopus_bm
SFXreload_bm
SFXboss_attack01_bm
SFXbigball_bm
SFXboss_attack02_bm
SFXboss_attack03_bm
SFXclock_bm
SFXenemy_shot_bm
SFXfreeze_end_bm
SFXfreeze_start_bm
SFXbomb04_bm
SFXbomb05_bm
SFXbigball_end_bm
SFXbigbang_bm
SFXbomb06_bm
SFXbomb07_bm
SFXbomb08_bm
SFXbomb09_bm
SFXbomb10_bm
SFXbomb11_bm
SFXbomb12_bm
SFXna_001_title_bm
SFXbutton_bm
SFXselectspin_bm
SFXwarp_bm
SFXopen_ball
SFXgacya_bm
SFXaiai_1_bm
SFXaiai_2_bm
SFXaiai_3_bm
SFXbaby_1_bm
SFXlastjump_bm
SFXmeemee_1_bm
SFXquestion_bm
SFXvm01_bm
SFXvm02_bm
SFXvm03_bm
SFXvm04_bm
SFXvm05_bm
SFXvm06_bm
SFXvm07_bm
SFXvm08_bm
SFXvm10_bm
SFXvm11_bm
SFXvm12_bm
SFXvm13_bm
SFXvm14_bm
SFXvm15_bm
SFXvm16_bm
SFXvm17_bm
SFXvm18_bm
SFXvm19_bm
SFXgongon5p1_bm
SFXhow_many_players_basic_macro
SFXselect_course_basic_macro
SFXselect_game_basic_macro
SFXselect_mode_basic_macro
SFXselect_stage_basic_macro
SFXadvanced_basic_macro
SFXbiginner_basic_macro
SFXcompetition_mode_basic_macro
SFXexpert_basic_macro
SFXextra_basic_macro
SFXmain_game_basic_macro
SFXmaster_basic_macro
SFXnormal_mode_basic_macro
SFXpractice_mode_basic_macro
SFXgrandprix_basic_macro
SFXmonkey_fight_basic_macro
SFXmonkey_target_basic_macro
SFXmonky_race_basic_macro
SFXonecourse_race_basic_macro
SFXparty_game_basic_macro
SFXtime_attack_basic_macro
SFXchallenge_mode_basic_macro
SFXmatch_play_basic_macro
SFXmini_game_basic_macro
SFXmonkey_billiards_basic_macro
SFXmonkey_bowling_basic_macro
SFXmonkey_golf_basic_macro
SFXstandard_mode_basic_macro
SFXstroke_play_basic_macro
SFXtournament_mode_basic_macro
SFXversus_mode_basic_macro
SFXgamesettings_basic_macro
SFXna_002_story_bm
SFXna_003_challenge_bm
SFXna_004_levelclear_bm
SFXna_005_worldchallenge_bm
SFXna_006_practice_bm
SFXna_007_race2_bm
SFXna_008_fight2_bm
SFXna_009_target2_bm
SFXna_010_billiard2_bm
SFXna_011_bowling2_bm
SFXna_012_golf2_bm
SFXna_013_boat_bm
SFXna_014_dogfight_bm
SFXna_015_shot_bm
SFXna_016_fusal_bm
SFXna_017_baseball_bm
SFXna_018_tennis_bm
SFXna_041_8ball_bm
SFXna_042_jp9_bm
SFXna_043_us9_bm
SFXna_044_rotation_bm
SFXna_045_basic_bm
SFXna_021_special_bm
SFXna_022_normal_bm
SFXna_023_9pins_bm
SFXna_024_strike_bm
SFXna_025_level1_bm
SFXna_026_level2_bm
SFXna_027_level3_bm
SFXna_057_normal_bm
SFXna_058_survival_bm
SFXna_060_exibition_bm
SFXna_061_tornament_bm
SFXna_086_monkeywave_bm
SFXna_087_wavemonkey_bm
SFXna_102_monkeyharriers_bm
SFXna_103_monkey_air__combat_bm
SFXna_092_monkeygun_bm
SFXna_093_monkeyguns_bm
SFXna_094_normalmode_bm
SFXna_095_versusmode_bm
SFXna2_049_singlesmode_bm
SFXna2_050_doublesmode_bm
SFXna2_051_selectstadium_bm
SFXna2_052_partygames_bm
SFXna2_053_selectcourt_bm
SFXna2_054_winningpoint_bm
SFXna2_055_selectavsmode_bm
SFXna2_055_selectmode_bm
SFXna2_056_selectapairmode_bm
SFXna2_057_selectrule_bm
SFXna2_016_selectteam_bm
SFXna2_add_option_bm
SFXna_pkmode_bm
STRM_THEME_INT
STRM_THEME_LP
STRM_ADV_INT
STRM_ADV_LP
STRM_SEL_INT
STRM_SEL_LP
STRM_SEL2_INT
STRM_SEL2_LP
STRM_SEL_RACE_INT
STRM_SEL_RACE_LP
STRM_SEL_FIGHT_INT
STRM_SEL_FIGHT_LP
STRM_SEL_TARGET_INT
STRM_SEL_TARGET_LP
STRM_SEL_BILL_INT
STRM_SEL_BILL_LP
STRM_SEL_BOWL_INT
STRM_SEL_BOWL_LP
STRM_SEL_GOLF_INT
STRM_SEL_GOLF_LP
STRM_ST1_INT
STRM_ST1_LP
STRM_ST2_INT
STRM_ST2_LP
STRM_ST3_INT
STRM_ST3_LP
STRM_ST4_INT
STRM_ST4_LP
STRM_ST5_INT
STRM_ST5_LP
STRM_ST6_INT
STRM_ST6_LP
STRM_ST7_INT
STRM_ST7_LP
STRM_ST8_INT
STRM_ST8_LP
STRM_STB_INT
STRM_STB_LP
STRM_STM_INT
STRM_STM_LP
STRM_CNT_INT
STRM_CNT_LP
STRM_OVR_INT
STRM_OVR_LP
STRM_RACE_INT
STRM_RACE_LP
STRM_FIGHT_INT
STRM_FIGHT_LP
STRM_OMK_INT
STRM_OMK_LP
STRM_PILOT_INT
STRM_PILOT_LP
STRM_BILI_INT
STRM_BILI_LP
STRM_BWL_INT
STRM_BWL_LP
STRM_GLF_INT
STRM_GLF_LP
STRM_OMK2_INT
STRM_OMK2_LP
STRM_GREP_INT
STRM_GREP_LP
STRM_RESULT_INT
STRM_RESULT_LP
STRM_HYO_INT
STRM_HYO_LP
STRM_ENT_INT
STRM_ENT_LP
STRM_END_INT
STRM_END_LP
STRM_ROLL_INT
STRM_ROLL_LP
STRM_OPT_INT
STRM_OPT_LP
RIVER_L
river_l
RIVER_R
river_r
CHIME
chime
CHIME_2
FACTORY01
factory01
FACTORY01_2
VOLCANO
volcano
VOLCANO_2
WASHING
washing
DMY_1
DMY_2
DMY_3
DMY_4
JUNGLE_AMBIENCE_L
jungle_ambience_l
JUNGLE_AMBIENCE_R
jungle_ambience_r
MAD_SHIP1_L
mad_ship1_l
MAD_SHIP1_R
mad_ship1_r
COMPUTERROOM
computerroom
MAD_LAUGH_ENIGMA01
mad_laugh_enigma01
SOAK_UP_L
soak_up_l
SOAK_UP_R
soak_up_r
MAD_SHIP2_L
mad_ship2_l
MAD_SHIP2_R
mad_ship2_r
MAD_LAUGH_ENIGMA02
mad_laugh_enigma02
MAD_SHIP3_L
mad_ship3_l
MAD_SHIP3_R
mad_ship3_r
S01B_000_L
s01b_000_l
S01B_000_R
s01b_000_r
S01B_001_L
s01b_001_l
S01B_001_R
s01b_001_r
S01B_002_L
s01b_002_l
S01B_002_R
s01b_002_r
S01B_003_L
s01b_003_l
S01B_003_R
s01b_003_r
S01B_004_L
s01b_004_l
S01B_004_R
s01b_004_r
S01B_005_L
s01b_005_l
S01B_005_R
s01b_005_r
S01B_006_L
s01b_006_l
S01B_006_R
s01b_006_r
S01B_007_L
s01b_007_l
S01B_007_R
s01b_007_r
S01B_008_L
s01b_008_l
S01B_008_R
s01b_008_r
S01B_009_L
s01b_009_l
S01B_009_R
s01b_009_r
S01B_010_L
s01b_010_l
S01B_010_R
s01b_010_r
S01B_012_L
s01b_012_l
S01B_012_R
s01b_012_r
S01B_013_L
s01b_013_l
S01B_013_R
s01b_013_r
S01B_015_L
s01b_015_l
S01B_015_R
s01b_015_r
S01B_016_L
s01b_016_l
S01B_016_R
s01b_016_r
S01B_017_L
s01b_017_l
S01B_017_R
s01b_017_r
S01B_018_L
s01b_018_l
S01B_018_R
s01b_018_r
S01B_014_L
s01b_014_l
S01B_014_R
s01b_014_r
S03_000_L
s03_000_l
S03_000_R
s03_000_r
S03_001_L
s03_001_l
S03_001_R
s03_001_r
S03_002_L
s03_002_l
S03_002_R
s03_002_r
S03_003_L
s03_003_l
S03_003_R
s03_003_r
S03_004_L
s03_004_l
S03_004_R
s03_004_r
S03_005_L
s03_005_l
S03_005_R
s03_005_r
S03_006_L
s03_006_l
S03_006_R
s03_006_r
S03_007_L
s03_007_l
S03_007_R
s03_007_r
S03_008_L
s03_008_l
S03_008_R
s03_008_r
S03_009_L
s03_009_l
S03_009_R
s03_009_r
S03_010_L
s03_010_l
S03_010_R
s03_010_r
S03_011_L
s03_011_l
S03_011_R
s03_011_r
S03_012_L
s03_012_l
S03_012_R
s03_012_r
S03_013_L
s03_013_l
S03_013_R
s03_013_r
S03_014_L
s03_014_l
S03_014_R
s03_014_r
S03_015_L
s03_015_l
S03_015_R
s03_015_r
S03_016_L
s03_016_l
S03_016_R
s03_016_r
S03_017_L
s03_017_l
S03_017_R
s03_017_r
S03_018_L
s03_018_l
S03_018_R
s03_018_r
S03_019_L
s03_019_l
S03_019_R
s03_019_r
S03_020_L
s03_020_l
S03_020_R
s03_020_r
S03_021_L
s03_021_l
S03_021_R
s03_021_r
S03_022_L
s03_022_l
S03_022_R
s03_022_r
S03_023_L
s03_023_l
S03_023_R
s03_023_r
S03_024_L
s03_024_l
S03_024_R
s03_024_r
S03_025_L
s03_025_l
S03_025_R
s03_025_r
S03_026_L
s03_026_l
S03_026_R
s03_026_r
S03_028_L
s03_028_l
S03_028_R
s03_028_r
SPELL_L
spell_l
SPELL_R
spell_r
S02_000_L
s02_000_l
S02_000_R
s02_000_r
S02_002_L
s02_002_l
S02_002_R
s02_002_r
S02_003_L
s02_003_l
S02_003_R
s02_003_r
S02_004_L
s02_004_l
S02_004_R
s02_004_r
S02_007_L
s02_007_l
S02_007_R
s02_007_r
S02_008_L
s02_008_l
S02_008_R
s02_008_r
S02_010_L
s02_010_l
S02_010_R
s02_010_r
S02_014_L
s02_014_l
S02_014_R
s02_014_r
S02_015_L
s02_015_l
S02_015_R
s02_015_r
S02_016_L
s02_016_l
S02_016_R
s02_016_r
S02_017_L
s02_017_l
S02_017_R
s02_017_r
S02_018_L
s02_018_l
S02_018_R
s02_018_r
S02_023_L
s02_023_l
S02_023_R
s02_023_r
S04_000_L
s04_000_l
S04_000_R
s04_000_r
S04_001_L
s04_001_l
S04_001_R
s04_001_r
S04_003_L
s04_003_l
S04_003_R
s04_003_r
S04_004_L
s04_004_l
S04_004_R
s04_004_r
S04_005_L
s04_005_l
S04_005_R
s04_005_r
S04_006_L
s04_006_l
S04_006_R
s04_006_r
S04_008_L
s04_008_l
S04_008_R
s04_008_r
S04_009_L
s04_009_l
S04_009_R
s04_009_r
S04_010_L
s04_010_l
S04_010_R
s04_010_r
S04_011_L
s04_011_l
S04_011_R
s04_011_r
S04_012_L
s04_012_l
S04_012_R
s04_012_r
S04_014_L
s04_014_l
S04_014_R
s04_014_r
S04_015_L
s04_015_l
S04_015_R
s04_015_r
S04_017_L
s04_017_l
S04_017_R
s04_017_r
S04_019_L
s04_019_l
S04_019_R
s04_019_r
S04_020_L
s04_020_l
S04_020_R
s04_020_r
S04_022_L
s04_022_l
S04_022_R
s04_022_r
S04_024_L
s04_024_l
S04_024_R
s04_024_r
S04_026_L
s04_026_l
S04_026_R
s04_026_r
SL_000_L
sl_000_l
SL_000_R
sl_000_r
SL_001_L
sl_001_l
SL_001_R
sl_001_r
SL_002_L
sl_002_l
SL_002_R
sl_002_r
SL_003_L
sl_003_l
SL_003_R
sl_003_r
SL_004_L
sl_004_l
SL_004_R
sl_004_r
SL_006_L
sl_006_l
SL_006_R
sl_006_r
S06_000_L
s06_000_l
S06_000_R
s06_000_r
S06_001_L
s06_001_l
S06_001_R
s06_001_r
S06_002_L
s06_002_l
S06_002_R
s06_002_r
S06_005_L
s06_005_l
S06_005_R
s06_005_r
S06_006_L
s06_006_l
S06_006_R
s06_006_r
S06_007_L
s06_007_l
S06_007_R
s06_007_r
S06_008_L
s06_008_l
S06_008_R
s06_008_r
S06_009_L
s06_009_l
S06_009_R
s06_009_r
S06_011_L
s06_011_l
S06_011_R
s06_011_r
S08_000_L
s08_000_l
S08_000_R
s08_000_r
S08_001_L
s08_001_l
S08_001_R
s08_001_r
S08_002_L
s08_002_l
S08_002_R
s08_002_r
S08_003_L
s08_003_l
S08_003_R
s08_003_r
S08_004_L
s08_004_l
S08_004_R
s08_004_r
S08_005_L
s08_005_l
S08_005_R
s08_005_r
S08_006_L
s08_006_l
S08_006_R
s08_006_r
S08_007_L
s08_007_l
S08_007_R
s08_007_r
S08_008_L
s08_008_l
S08_008_R
s08_008_r
S08_009_L
s08_009_l
S08_009_R
s08_009_r
S08_010_L
s08_010_l
S08_010_R
s08_010_r
S09_000_L
s09_000_l
S09_000_R
s09_000_r
S09_001_L
s09_001_l
S09_001_R
s09_001_r
S09_002_L
s09_002_l
S09_002_R
s09_002_r
S09_003_L
s09_003_l
S09_003_R
s09_003_r
S09_004_L
s09_004_l
S09_004_R
s09_004_r
S09_005_L
s09_005_l
S09_005_R
s09_005_r
S09_006_L
s09_006_l
S09_006_R
s09_006_r
S09_007_L
s09_007_l
S09_007_R
s09_007_r
S09_009_L
s09_009_l
S09_009_R
s09_009_r
END2A_L
end2a_l
END2A_R
end2a_r
END2M_L
end2m_l
END2M_R
end2m_r
END2B_L
end2b_l
END2B_R
end2b_r
END2G_L
end2g_l
END2G_R
end2g_r
END3A_L
end3a_l
END3A_R
end3a_r
END3M_L
end3m_l
END3M_R
end3m_r
END3B_L
end3b_l
END3B_R
end3b_r
END3G_L
end3g_l
END3G_R
end3g_r
END1A_L
end1a_l
END1A_R
end1a_r
END1M_L
end1m_l
END1M_R
end1m_r
END1B_L
end1b_l
END1B_R
end1b_r
END1G_L
end1g_l
END1G_R
end1g_r
END4A_L
end4a_l
END4A_R
end4a_r
END4M_L
end4m_l
END4M_R
end4m_r
END4B_L
end4b_l
END4B_R
end4b_r
END4G_L
end4g_l
END4G_R
end4g_r
S05_000_L
s05_000_l
S05_000_R
s05_000_r
S05_001_L
s05_001_l
S05_001_R
s05_001_r
S05_002_L
s05_002_l
S05_002_R
s05_002_r
S05_003_L
s05_003_l
S05_003_R
s05_003_r
S05_004_L
s05_004_l
S05_004_R
s05_004_r
S05_005_L
s05_005_l
S05_005_R
s05_005_r
S05_006_L
s05_006_l
S05_006_R
s05_006_r
S05_007_L
s05_007_l
S05_007_R
s05_007_r
S05_008_L
s05_008_l
S05_008_R
s05_008_r
S05_009_L
s05_009_l
S05_009_R
s05_009_r
S05_010_L
s05_010_l
S05_010_R
s05_010_r
S05_011_L
s05_011_l
S05_011_R
s05_011_r
S05_013_L
s05_013_l
S05_013_R
s05_013_r
S05_014_L
s05_014_l
S05_014_R
s05_014_r
S05_015_L
s05_015_l
S05_015_R
s05_015_r
S05_016_L
s05_016_l
S05_016_R
s05_016_r
S05_017_L
s05_017_l
S05_017_R
s05_017_r
S05_018_L
s05_018_l
S05_018_R
s05_018_r
S05_019_L
s05_019_l
S05_019_R
s05_019_r
S07_000_L
s07_000_l
S07_000_R
s07_000_r
S07_001_L
s07_001_l
S07_001_R
s07_001_r
S07_002_L
s07_002_l
S07_002_R
s07_002_r
S07_003_L
s07_003_l
S07_003_R
s07_003_r
S07_005_L
s07_005_l
S07_005_R
s07_005_r
S07_006_L
s07_006_l
S07_006_R
s07_006_r
S07_007_L
s07_007_l
S07_007_R
s07_007_r
S07_008_L
s07_008_l
S07_008_R
s07_008_r
S07_009_L
s07_009_l
S07_009_R
s07_009_r
S07_010_L
s07_010_l
S07_010_R
s07_010_r
S07_011_L
s07_011_l
S07_011_R
s07_011_r
S07_012_L
s07_012_l
S07_012_R
s07_012_r
S07_013_L
s07_013_l
S07_013_R
s07_013_r
S07_014_L
s07_014_l
S07_014_R
s07_014_r
S07_015_L
s07_015_l
S07_015_R
s07_015_r
S07_016_L
s07_016_l
S07_016_R
s07_016_r
S07_018_L
s07_018_l
S07_018_R
s07_018_r
S07_019_L
s07_019_l
S07_019_R
s07_019_r
S07_020_L
s07_020_l
S07_020_R
s07_020_r
S07_021_L
s07_021_l
S07_021_R
s07_021_r
S07_022_L
s07_022_l
S07_022_R
s07_022_r
S07_023_L
s07_023_l
S07_023_R
s07_023_r
S07_025_L
s07_025_l
S07_025_R
s07_025_r
END4A2_L
end4a2_l
END4A2_R
end4a2_r
END4M2_L
end4m2_l
END4M2_R
end4m2_r
END4B2_L
end4b2_l
END4B2_R
end4b2_r
END4G2_L
end4g2_l
END4G2_R
end4g2_r
S10_000_L
s10_000_l
S10_000_R
s10_000_r
S10_001_L
s10_001_l
S10_001_R
s10_001_r
S10_002_L
s10_002_l
S10_002_R
s10_002_r
S10_003_L
s10_003_l
S10_003_R
s10_003_r
S10_004_L
s10_004_l
S10_004_R
s10_004_r
S10_005_L
s10_005_l
S10_005_R
s10_005_r
S10_006_L
s10_006_l
S10_006_R
s10_006_r
S10_007_L
s10_007_l
S10_007_R
s10_007_r
S10_008_L
s10_008_l
S10_008_R
s10_008_r
S10_009_L
s10_009_l
S10_009_R
s10_009_r
S10_010_L
s10_010_l
S10_010_R
s10_010_r
S10_011_L
s10_011_l
S10_011_R
s10_011_r
S10_012_L
s10_012_l
S10_012_R
s10_012_r
S10_013_L
s10_013_l
S10_013_R
s10_013_r
S10_014_L
s10_014_l
S10_014_R
s10_014_r
S10_016_L
s10_016_l
S10_016_R
s10_016_r
S10_017_L
s10_017_l
S10_017_R
s10_017_r
S10_019_L
s10_019_l
S10_019_R
s10_019_r
S10_020_699_L
s10_020_699_l
S10_020_699_R
s10_020_699_r
S01_000_L
s01_000_l
S01_000_R
s01_000_r
S01_001_L
s01_001_l
S01_001_R
s01_001_r
S01_004_L
s01_004_l
S01_004_R
s01_004_r
S01_007_L
s01_007_l
S01_007_R
s01_007_r
S01_008_L
s01_008_l
S01_008_R
s01_008_r
S01_009_L
s01_009_l
S01_009_R
s01_009_r
S01_012_L
s01_012_l
S01_012_R
s01_012_r
S01_013_L
s01_013_l
S01_013_R
s01_013_r
S01_014_L
s01_014_l
S01_014_R
s01_014_r
S01_015_L
s01_015_l
S01_015_R
s01_015_r
S01_018_L
s01_018_l
S01_018_R
s01_018_r
SEL_WORLD
sel_world
CAVE
cave
SEL_FUTSAL
sel_futsal
FUTSAL
WATER
water
SEL_DEF
sel_def
NABE
nabe
JUNGLE
jungle
BOAT
BILI
bili
SEL_BOWLING
sel_bowling2
SEL_GOLF
sel_golf2
CONTINUE
continue
OVER
over
FIGHT
SEL_FIGHT
sel_fight
COLONY
colony
BILL_FOUL
bili_foul
BILL_LOSE
bili_lose
BILL_SENKOU
bili_senkou
BILL_WIN
bili_win
BOWL_MISS
bowl_miss
BOWL_NORMAL
bowl_normal
BOWL_PERFECT
bowl_perfect
BOWL_SPARE
bowl_spare
BOWL_STRIKE
bowl_strike
BOWL_TURKEY
bowl_turkey
FIGHT_WIN
fight_win
GOLF_BIRDIE
golf_birdie
GOLF_BOGIE
golf_bogie
GOLF_GIVEUP1
golf_giveup1
GOLF_HOLEIN1
golf_holein1
GOLF_OB
golf_ob
GOLF_PAR
golf_par
RACE_LOSE
race_lose
RACE_WIN
race_win
TAG_MISS
target_miss
TAG_SCORE_HI
target_score_hi
TAG_SCORE_NML
target_score_normal
TAG_SCORE_SP
target_score_super
AVLOGO
avlogo
10MIN1
10min1
BONUS
bonus
BOWLING
bowling
10MIN2
10min2
SEL_BASEBALL
sel_baseball
SEL_BOAT
sel_boat
SEL_TARGET
sel_target2
ENTRY
entry
HYOSHO
hyosho
ROLL
roll
S1A_SNG1
s1a_sng1
S1A_SNG2
s1a_sng2
S1A_SNG3
s1a_sng3
TITLE
title
S1A_SNG4
s1a_sng4
FIGHT_VIEW
fight_view
GOLF_VIEW
golf_view
SEL_TENNIS
sel_tennis
TARGET
YUENCHI
yuenchi
SEL_RACE
sel_race
SENTAKU
sentaku
KUJIRA
kujira
RACE
GOLF
SEL_BILI
sel_bili
GREP
grep
RACE_ADVAN
race_advan
CLOCKTOWER
clocktower
BOAT_ADVAN
boat_advan
SEL_SHOT
sel_shot
RACE_EXPERT
race_expert
SEL_DOG
sel_dog
BOAT_EXPERT
boat_expert
BOAT_LOSE
boat_retire
BOAT_WIN
boat_win
SHOT
shot
SHOT_CLEAR
shot_clear
SHOT_LOSE
shot_lose
SHOT_ADVAN
shot_advan
SHOT_BOSS
shot_boss
DOG_WIN
dog_win
DOG_LOSE
dog_lose
FUTSAL_GOAL
futsal_goal
POINT
point
SHOT_EXPERT
shot_expert
GOLF_EAGLE
golf_eagle
SEL_CLEAR
sel_clear
SCEN_ENDING
S3_SNG1
s3_sng1
S3_SNG2
s3_sng2
S3_SNG3
s3_sng3
S3_SNG4
s3_sng4
S3_SNG5
s3_sng5
S3_SNG6
s3_sng6
S3_SNG7
s3_sng7
S3_SNG8
s3_sng8
SCEN_ENDING4
ending4
S1B_SNG1
s1b_sng1
S1B_SNG2
s1b_sng2
S1B_SNG3
s1b_sng3
S2_SNG1
s2_sng1
S2_SNG2
s2_sng2
S2_SNG3
s2_sng3
S2_SNG4
s2_sng4
S2_SNG5
s2_sng5
S2_SNG6
s2_sng6
S2_SNG7
s2_sng7
S2_SNG8
s2_sng8
S4_SNG1
s4_sng1
S4_SNG2
s4_sng2
S4_SNG3
s4_sng3
S4_SNG4
s4_sng4
S4_SNG5
s4_sng5
S4_SNG6
s4_sng6
S4_SNG7
s4_sng7
S6_SNG1
s6_sng1
S6_SNG2
s6_sng2
S6_SNG3
s6_sng3
S5_SNG1
s5_sng1
S5_SNG2
s5_sng2
S5_SNG3
s5_sng3
S5_SNG4
s5_sng4
S5_SNG5
s5_sng5
S5_SNG6
s5_sng6
S5_SNG7
s5_sng7
S7_SNG1
s7_sng1
S7_SNG2
s7_sng2
S7_SNG3
s7_sng3
S7_SNG4
s7_sng4
S7_SNG5
s7_sng5
S7_SNG6
s7_sng6
SLAST_SNG1
slast_sng1
SLAST_SNG2
slast_sng2
S8_SNG1
s8_sng1
S8_SNG2
s8_sng2
S9_SNG1
s9_sng1
S9_SNG2
s9_sng2
S10_SNG1
s10_sng1
S10_SNG2
s10_sng2
S10_SNG3
s10_sng3
S10_SNG4
s10_sng4
S10_SNG5
s10_sng5
ERROR
WARNING
### SOUND %s ### at %s
ReadMusyXData
Unable to open '%s'
Zero length file '%s'
Failed to read data from '%s'
sound.c
%s.pool
%s.proj
%s.samp
%s.sdir
snd/mkb
SoundGroupLoad
RAM ERROR ! "%s"(0x%X) CharaHeap error
RAM ALLOC ERROR ! "%s"(0x%X) CharaHeap:0x%X
RAM SIZE OVER ! "%s"(0x%X) need 0x%X ... CharaHeap:0x%X
ARAM SIZE OVER ! "%s"(0x%X) need 0x%X
sndPushGroup
FAULT! %s
SNDREQ[%-35s] vol:%3d(%3d) pan:%3d span:%3d
player_id:%d code:%4d cue(id:%4d/rid:%4d) pitch:%d grp:%X
"nowball" is NULL !! %s for Auto Surround
SoundReq
%s cue over.
SoundReqDirect
SoundReqID
SoundOff
SoundVol
SoundPan
SoundPitch
SoundDop
SoundMod
SoundRev
SoundCho
SoundCheckState
SoundSearch
SoundOffID
SoundVolID
SoundPanID
SoundPitchID
SoundDopID
SoundModID
SoundRevID
SoundChoID
SoundCheckStateID
SoundIcsReq
get_smgr_port
%s, port is FULL.
get_smgr_port2
snd/stream_se/%s.dsp
SoftStreamSEReq
%s can't start / PORT FULL!
Can't find %s
%s can't start. port is full.
STRMSE[%-35s] vol:%3d(%3d) pan:%3d span:%3d
SOFT_STRM_SE_%s
snd/stream/%s.dsp
snd/stream/%s_L.dsp
snd/stream/%s_R.dsp
SoftStreamStart
SOFT_STRM_%s
SoundEffectInit
Sound effecter disable at this scene.
Uunable to allocate buffer.
!! STREAM ERROR !!
%s frq is %d > MAX_FRQ %d
Can't find %s at smgrAllocate()
Can't find %s at smgrAllocateStereo() L
Can't find %s at smgrAllocateStereo() R
STREAM WARNING stid:%d at smgrStartWait
music48a.adx
music48b.adx
music48c.adx
voice48a.adx
voice48b.adx
voice48c.adx
sel_world.adx
ADX_EventInit: ADXT_Create failed
ADX_Start: ADXT_Create failed
data ID is illegal
ADXT_STAT_STOP (stop)
ADXT_STAT_DECINFO (decode header info)
ADXT_STAT_PREP (preparing for play)
ADXT_STAT_PLAYING (decode & play)
ADXT_STAT_DECEND (decode end)
ADXT_STAT_PLAYEND (play end)
handle ID is illegal
adx handle is null
unknown status
adx.c:
adx_error_call_back received message:
%s
Dip Switch
%s
DIP_DEBUG
DIP_DISP
DIP_STCOLI
DIP_TRIANGLE
DIP_TAIKEN
DIP_TIME_STOP
DIP_NAMEENTRY
DIP_FIX_WORLD
DIP_TEST_CAM
DIP_NO_INTR
DIP_CAPTURE
DIP_PERF_ALWAYS
DIP_PLAY_STG_ALL
DIP_PLAY_PNT_x10
DIP_SARU_0
DIP_SWITCH15
DIP_ONLY24MB
DIP_SHADOW_DISP
DIP_SPRITE_OFF
DIP_SNDREQ_DISP
DIP_SE_VOL_RESET
DIP_APE_FACEDIR
DIP_SEL_ALL_CTRL
DIP_APE_NUMBER
DIP_1P_TEST_CAM
DIP_PREVIEW_SAVE
DIP_AUTHOR_DEBUG
DIP_SWITCH27
DIP_SOA
DIP_TEST_TEAM
DIP_NO_MINIMAP
DIP_NO_STAGE
Mode
main_mode: %d
%-14s
sub_mode: %d
mode.cntr: %d
wide: %d
Event
%10s
Ball
Ball ID : %d
STAT: %s
mode: %d
sub_mode: %d
pos.x:%8.3f
pos.y:%8.3f
pos.z:%8.3f
spd.x:%8.3f
spd.y:%8.3f
spd.z:%8.3f
id: [%d]
trnsl: %4.2f
Camera
id:[%d]
MAIN:%2d
SUB:%d
camx:%8.3f
camy:%8.3f
camz:%8.3f
intx:%8.3f
inty:%8.3f
intz:%8.3f
angx: %04hX
angy: %04hX
angz: %04hX
pers : %04hX
perstan:%4.3f
aspect :%4.3f
viewport
x :%8.3f
y :%8.3f
w :%8.3f
h :%8.3f
Sprite
Sprite ID : %3d
%15s
locate_dx : %4.1f
locate_dy : %4.1f
depth : %4.1f
font : %3d
%s
align : %3d
red : %02X
green : %02X
bule : %02X
ofs red : %02X
ofs green : %02X
ofs bule : %02X
zang : %04hX
zm_x : %5.2f
zm_y : %5.2f
trnsl : %4.2f
timer : %5d
para1 : %5d
para2 : %5d
para3 : %5d
fpara1 : %6.2f
fpara2 : %6.2f
fpara3 : %6.2f
Item
type :%d
sub_type:%d
pos.x :%8.3f
pos.y :%8.3f
pos.z :%8.3f
opos.x :%8.3f
opos.y :%8.3f
opos.z :%8.3f
spd.x :%8.3f
spd.y :%8.3f
spd.z :%8.3f
GX_SP_OFF
GX_SP_FLAT
GX_SP_COS
GX_SP_COS2
GX_SP_SHARP
GX_SP_RING1
GX_SP_RING2
Light Param
data ID : %d
stat :
name :
sub : %d
type :
%4.2f
px:%f
py:%f
pz:%f
xa:%04X
ya:%04X
leng:%5.1f
att0:%5.2f
att1:%5.2f
att2:%5.2f
cone :
cutoff:%4.1f
DISP:
"SAVE"
"COPY"
%2d /
st%03d
Light Group
group ID : %d
edit :
amb r: %4.2f
amb g: %4.2f
amb b: %4.2f
CalcLgtGrp:%d
RegSet:%d
SetLgtGrp :%d
GX_FOG_NONE
no define
GX_FOG_LIN
GX_FOG_EXP
GX_FOG_EXP2
GX_FOG_REVEXP
GX_FOG_REVEXP2
sw :
start : %5.1f
end : %5.1f
color r :%3d
color g :%3d
color b :%3d
edit sw :
Sound
GRP :
ID :
ofs : %d
(base:%d)
EFFECT
(%s)
rev : %d
cho : %d
Monkey Fight
CAM ANG X : 0x%04X
ANG Y : 0x%04X
BALL POWER: %4.2f
BLT INTERVAL : %4d
BLT TRIGER MODE: %4d
BLT SWING MODE : %4d
BLT TIME : %4d
BLT SPD : %4.2f
BLT POWER : %4.3f
LV COEF: %4.3f
BLT REACT POWER: %4.3f
BLT COLI RAD : %4.2f
LV COEF: %4.2f
BLT RANGE : %4.2f
BLT BALL BREAK : %4.2f
POINT SUB MODE : %4d
KILL TOP POINT : %4d
KILL POINT : %4d
FALL POINT : %4d
PUNCH HIT POINT: %4d
START POINT : %4d
KILL DECIDE SEC: %4.2f
MUTEKI SEC : %4.2f
POINT GET EFC : %4d
BALL TAIL EFC : %4d
WLD SLANT COEF : %4.3f
ATK MOVE CNTL CNTR: %4d
RATE: %4.3f
ACC MIN: %4.3f
ACC MAX: %4.3f
SUDDEN DEATH ONLY: %4d
CPU NUM: %4d
RAD LEVEL MAX: %4d
RANGE LEVEL MAX: %4d
POWER LEVEL MAX: %4d
MonkeyRace2 Debug Flag
%25s
COURSE_PATH_DISP
CPU_PATH_DISP
PATH_POS_DISP
CPU_TEST
DUMMY_INPUT
MAKE_CPU_PATH
ETERNAL_REPLAY
REPLAY_CAM_MAKER
MonkeyRace2 Disp Perf
%21s
rend_efc
saru
stage
poly_shadow
background
item
stobj
effect
ball
lens_flare_mask
ord_tbl
lens_flare
gate
MonkeyRace2 CPU
INDEX : %3d
COURSE RATE : %5.1f
ACCEL RATE : %5.1f
HANDLE : %04hx
GOD POW : %5.2f
Monkey Race2
DEBUG FLAG
DISP PERFORMANCE
DISP CPU PATH INDEX: %d
MAKE CPU PATH INDEX: %d
ASSIST(TOP) : %4.2f
ASSIST(BACK) : %4.2f
S.S. LENGTH : %4.2f
S.S. SCALE : %4.2f
PATH CPU INDEX : %d
CONTROL CPU : %d
CPU WINDOW
GRAV BOMB SCALE : %3.1f
GRAV AIR RESIST : %4.2f
LEVER GACHA : %d
ROCKET CHARGE : %d
ROCKET INPUT : %d
ROCKET POWER : %4.2f
ROCKET TIME : %d
BREAK_MAX : %7.5f
DUMMY INPUT :
BAD RATE(FROM) : %8.5f
BAD RATE(DX) : %8.5f
BAD RATE(DIFF) : %8.5f
SPEED STAR : %4.1f
DIR_ASSIST_START: %4.1f
DIR_ASSIST_RATE : %6.5f
ITEM APPEAR LEN : %8.5f
ITEM APPEAR SPD : %8.5f
ACCEL_MAX : %6.5f
ACCEL_LR_MAX : %6.5f
ACCEL_BACK_MAX : %6.5f
ASSIST_LENGTH : %4.1f
AIR_RESIST : %6.5f
AIR_RESIST_BACK : %6.5f
AIR_RESIST_TOP : %6.5f
Monkey Boat Debug Flag
PATH_CAMERA
FIX_TIMING_BAR
MAKE_CPU_DATA
BANANA_KAYAK
OBJNAME_DISP
FORCE_KAMAE
MAX_SPEED_ENABLE
LOCUS_DISP
ENEMY_PATH_DISP
BOAT_FLAG_DISP
ALL_1P_INPUT
TEX_EFC_DISABLE
RANDOM_ITEM_STOCK
WAVE_STOP
STREAM_STOP
ENEMY_STOP
TIMING_BAR_SOUND
RETURN
MonkeyBoat Perf
MODE_TOTAL
MODE_WAVE
MODE_VORTEX
MODE_PARTICLE
MODE_TRAIL
MODE_OTHER
BALL_TOTAL
BALL_GET_GROUND
BALL_EXT_TOTAL
BALL_EXT_COLI
BALL_EXT_OBST
BALL_EXT_GOAL_CHECK
MonkeyBoat Disp Perf
REND_EFC
STAGE
WAVE
POLY_SHADOW
BACKGROUND
ITEM
STOBJ
KAYAK
PADDLE
OTHER_POS
LENS_FLARE
ORD_TBL
COMMEND
PARTICLE
TRAIL
VORTEX
NAMEENTRY
MonkeyBoat Control
CB CNTR DEC :%d
CB CNTR MAX :%d
CB ROT RATE MAX :%4.2f
CB ACC RATE MAX :%4.2f
RESPONSE YANG :%2.1f
RESPONSE SPD :%6.5f
MIN SENSE :%4.2f
NEGATE RATE :%4.3f
MOT SPD ADD SENSE :%4.3f
STREAM ANG SENSE :%3.2f
STREAM ANG MAX :%2d
AIR RESIST :%4.3f
WATER RESIST :%4.3f
ROT RESIST :%4.3f
BACK
MonkeyBoat Item
POWER UP TIME :%3.1f
POWER UP RATE :%4.2f
TORPEDO SPD :%4.2f
VORTEX TIME :%3.1f
VORTEX DIST :%3.1f
VORTEX POW :%5.3f
VORTEX ROT :%04x
RING WAVE TIME :%3.1f
RING WAVE DIST :%3.1f
RING WAVE POW :%5.3f
WHALE YOFS MAX :%3.1f
WHALE SPD :%3.1f
WHALE SPD2 :%3.1f
MonkeyBoat CPU
ACCEL RATE : %6.2f
HANDLE : % 02d
MonkeyBoat
[%s]
CPU PERF
DISP PER
CONTROL
CPU MAKE
CPU PATH OFS :%d
STAGE FRICTION :%5.3f
TEST MAX SPEED :%5.1f
STREAM SPEED :%5.4f
BUOYANCY :%3.2f
SURFACE POW :%3.2f
APE YPOS OFS :%3.2f
REV TIME :%2.1f
INPUT DEC RATE :%d
MonkeyPilot2 Disp Perf
rend_efc_1
wind
wing
ball_shadow
weapon
target
shutter
rend_efc_2
rend_efc_3
Monkey Pilot
Dogfight Debug Flag
MISSILE_INFINITY
INVINCIBLE
TIMER_INFINITY
BGM_MUTE
NEW_BUTTON_ASSIGN
MISSILE_SPEED_UP
SURVIVAL_COM_ONLY
COM Control
%14s
COM_0
COM_1
COM_2
COM_3
Dogfight Disp Perf
pball
emyid %d
com_x %8.3f
com_y %8.3f
com_throt %8.3f
com_cmdflg %04x
Dogfight
Monkey Shoot
SITE_ACC_RATE: %-3.2f
SITE_ACC_TIME: %-3d
CAMERA SPEED: %-4.2f
CAMERA PATH :
ENEMY :
MUTEKI :
BOSS :
speed : [%-4.2f]
motion: [%d]
[%s]
PATH_EDIT :
[%d]
x: %-5.1f
y: %-5.1f
z: %-5.1f
Performance MainLoop
%13s
PRE_PROCESS
SOUND_SYSTEM
INPUT
DEBUG_CONTROL
LOAD_MAIN
MODE
MEMCARD
CHECK_STATUS
THREAD_LV4
EVENT
THREAD_LV5
POLY_DISP
MEMCARD_DISP
BITMAP_DISP
WINDOW_MAIN
EPI_PROCESS
SYNC_WAIT
SHADOW_ERASE
ZBUFF_UTIL
Performance Event
Performance PolyDisp
%20s
BALL
RENDEFC
ORDSYS
MINIMAP
Performance
MainLoop
PolyDisp
Input Test
PAD [%d]
BUTTON LEFT %3s
BUTTON RIGHT %3s
BUTTON DOWN %3s
BUTTON UP %3s
TRIGGER Z %3s
TRIGGER R %3s
TRIGGER L %3s
BUTTON A %3s
BUTTON B %3s
BUTTON X %3s
BUTTON Y %3s
BUTTON MENU %3s
stickX %4d
stickY %4d
substickX %4d
substickY %4d
triggerLeft %4d
triggerRight %4d
analogA %4d
analogB %4d
err %4d
Window Info
locateX : %3d
locateY : %3d
sizeX : %3d
sizeY : %3d
Change Param
xang %04hX
yang %04hX
zang %04hX
xpos %4.1f
ypos %4.1f
zpos %4.1f
float %4.1f
float2 %4.1f
float3 %4.1f
xint %4d
yint %4d
zint %4d
char %4o
%c
Bumper Param
LOD LEVEL[0]: %4.5f
LOD LEVEL[1]: %4.5f
LOD LEVEL[2]: %4.5f
LOD LEVEL[3]: %4.5f
Heap Free
Replay Save
ID: %2d
SAVE
FIFO Infomation
Main Menu
Monkey Boat
Pilot2
FIFO
free size
MainHeap %08X / %08X
StageHeap %08X / %08X
BackgroundHeap %08X / %08X
CharaHeap %08X / %08X
ReplayHeap %08X / %08X
ENABLE
DISABLE
[ RecPlaySave ]: %s
%s(%s)
posx %8.3f
posy %8.3f
posz %8.3f
flag %08X
face %s
handl %4hX : %4.2f
handr %4hX : %4.2f
ROB_CONTROL:
PARAM: %04hX STEP: %d
MOTION:
BODY [%5.1f/%5.1f]
LHAND[%5.1f/%5.1f]
RHAND[%5.1f/%5.1f]
FACE [%5.1f/%5.1f]
speed: %5.1f
float: %5.1f
game : %s
category: %s
status : %s
FLAG:
RateIntp
CalcIntp
Face Dir
No loop
Protect
[ Data For Memcard Save ]
:NO DATA
STAGE:%d-%03d(Lib No.%03d)
WORLD:%d-%d(Lib No.%03d)
MONKY: %3d
NAME: %s
GRADE: %f
Empty data!
window.c
replay/%03X%1X.%04X
ERROR: Can't open %s!
Saved in %s
mc_replay/%03X%1X.%04X
MAX SIZE: 0x%08X
USE SIZE: 0x%08X (
%5.1f%%
RECENTRY MAX: 0x%08X (
DIP_DEBUG
DIP_DISP
DIP_STCOLI
DIP_TRIANGLE
DIP_TAIKEN
DIP_TIME_STOP
DIP_NAMEENTRY
DIP_FIX_WORLD
DIP_TEST_CAM
DIP_NO_INTR
DIP_CAPTURE
DIP_PERF_ALWAYS
DIP_PLAY_STG_ALL
DIP_PLAY_PNT_x10
DIP_SARU_0
DIP_SWITCH15
DIP_ONLY24MB
DIP_SHADOW_DISP
DIP_SPRITE_OFF
DIP_SNDREQ_DISP
DIP_SE_VOL_RESET
DIP_APE_FACEDIR
DIP_SEL_ALL_CTRL
DIP_APE_NUMBER
DIP_1P_TEST_CAM
DIP_PREVIEW_SAVE
DIP_AUTHOR_DEBUG
DIP_SWITCH27
DIP_SOA
DIP_TEST_TEAM
DIP_NO_MINIMAP
DIP_NO_STAGE
DEBUG MODE
STAT_NULL
STAT_INIT
STAT_NORMAL
STAT_DEST
STAT_FREEZE
STAT_INIT_FIRST
STAT_GOAL_INIT
STAT_GOAL
STAT_RINGOUT_INIT
STAT_RINGOUT
STAT_MINI_MODE_0_INIT
STAT_MINI_MODE_0
nl2ngc.c
?fff
?fff?333
?333?
edge length is too short
SHAPE_STAGE134
========== st%03d ============
12<FP\`abcdrstuvwx
stage
STAGE%03d.lz
st%03d.tpl
st%03d.gma
st%03d_p.lz
st%03d.lz
/stgname/%s.str
stage_name.c
GOAL
GOAL_G
GOAL_R
warning BG %s : no match
warning MV %s : no match
warning INSTANCE %s : no match
CONTINUE
WORMHOLE
WORM_SURFACE
stcoli.c
STAGE%03d.lz
STAGE000.lz
cannot Open
cannot Read
cannot Close
cannot open stcoli
recplay.c
Can't alloc the memory for RECPLAY!
Fatal Error
#$%@^
/replay/
/replay/%s
LoadRecFile(%d, %d)
cmp_recplay.c
ET_PAPERFRAG
ET_GET_BANANA
ET_COLI_PARTICLE
ET_HOLDING_BANANA
ET_LEVITATE
ET_COLISTAR_PARTICLE
ET_BGWAT_BUBBLE_BASE
ET_BGWAT_BUBBLE
ET_METEO
ET_METEO_FIX
ET_COLIFLASH
ET_BNS_STG_STAR
ET_BNS_STG_STAR_TAIL
ET_BGMST_GEN_CLOUD
ET_BGSTM_RAINRIPPLE
ET_NAMEENT_CODE
ET_GET_NAMEENT_CODE
ET_BGMST_WATER
ET_COMMENDFRAG
ET_ENDING_BALLFRAG
ET_BANANA_DROP
ET_BGEND_WATER
ET_BGBTMFIRE_PTCL
ET_PIYO
ET_DUMMY1
ET_DUMMY2
ET_DUMMY3
ET_DUMMY4
ET_DUMMY5
ET_DUMMY6
ET_DUMMY7
ET_DUMMY8
ET_DUMMY9
ET_DUMMYA
ET_DUMMYB
ET_DUMMYC
ET_DUMMYD
ET_DUMMYE
ET_DUMMYF
ET_TMP001
ET_TMP002
ET_TMP003
ET_TMP004
ET_TMP005
ET_TMP006
ET_TMP007
ET_TMP008
ET_TMP009
ET_TMP010
ET_TMP011
ET_TMP012
ET_TMP013
ET_TMP014
ET_TMP015
ET_TMP016
ET_TMP017
ET_TMP018
ET_TMP019
ET_TMP020
ET_TMP021
ET_TMP022
ET_TMP023
ET_TMP024
ET_TMP025
ET_TMP026
ET_TMP027
ET_TMP028
ET_TMP029
ET_TMP030
ET_TMP031
ET_TMP032
NULL
BG_TYPE_E3
BG_TYPE_JUN
BG_TYPE_WAT
BG_TYPE_NIG
BG_TYPE_SUN
BG_TYPE_SPA
BG_TYPE_SND
BG_TYPE_ICE2
BG_TYPE_STM
BG_TYPE_BNS
BG_TYPE_PIL
BG_TYPE_BIL
BG_TYPE_GOL
BG_TYPE_BOW
BG_TYPE_MST
BG_TYPE_END
BG_TYPE_LAVA
BG_TYPE_WAT2
BG_TYPE_JUN2
BG_TYPE_PARK
BG_TYPE_POT
BG_TYPE_SPA2
BG_TYPE_ELECTRIC
BG_TYPE_GEAR
BG_TYPE_BUBBLE
BG_TYPE_BNS2
BG_TYPE_FUTSAL
BG_TYPE_BOW2
BG_TYPE_PIL2
BG_TYPE_BIL2
BG_TYPE_BOAT
BG_TYPE_WHALE
BG_TYPE_GOL2
BG_TYPE_POT_FGT
BG_TYPE_AUTHOR
BG_TYPE_BUBBLE_AUTHOR
BG_TYPE_PARK_AUTHOR
BG_TYPE_GEAR_AUTHOR
BG_TYPE_WAT2_AUTHOR
BG_TYPE_PIL2_AUTHOR
BG_TYPE_BOW2_AUTHOR
bg_jun
bg_wat
bg_nig
bg_sun
bg_spa
bg_snd
bg_ice
bg_stm
bg_bns
bg_pil
bg_gol
bg_bow
bg_mst
bg_ending
bg_lav2
bg_wat2
bg_jun2
bg_par2
bg_pot2
bg_spa2
bg_ele2
bg_gea2
bg_bub2
bg_bns2
bg_fut2
bg_bow2
bg_tar2
bg_wha2
bg_gol2
bg_vil2
bg_au_bub2
bg_au_par2
bg_au_gea2
bg_au_wat2
bg_au_tar2
!!!!!!!!!!!!!!!!!!
('# %%#&
%s.gma
%s.tpl
%s_p.lz
%s.lz
background.c
CLIPOBJ
JUN_FIG_CLOUD_
SND_KAGE_LOW_MAP_A
SND_STAGE_SAND_A
SND_FUNSUI_WATER_A_URA
SND_FUNSUI_WATER_B
SND_FUNSUI_WATER_B_URA
SND_FUNSUI_IND_A
SND_FUNSUI_GRAD_A
SND_FUNSUI_UP_TATE
SND_FUNSUI_UP_YOKO
SND_FUNSUI_DOWN_TATE
SND_FUNSUI_DOWN_YOKO
SND_PIRAM_CLOUD
SND_FUNSUI_WATER
WAT_SUIMEN_MAT_ONLY
WAT_SANSYO_TEX_WATER
WAT_SUIMEN_TEST_LOW_CONT
WAT_BUBBLE_
WAT_LIGHTMAP
WAT_LIGHTMAP_STAGE
WAT_LIGHTMAP_GRAD
WAT_SUB_SUKRYU
WAT_SUIMEN
WAT_LIGHTCHAIN
WAT_LONG_CHAIN
WAT_PLANT
WAT_UKIWA
WAT_SUB
SPA_INSEKI_
SPA_DOSEI_IND_MAP
SPA_YOUSAI_CORE
SPA_DOSEI
SUN_GROUND
SUN_CLOUD_
BNS_SHOTSTAR
STARLIGHT_
BNS_LIGHTMAP
BNS_LIGHTMAP_A
STARPOINT
BNS_MAIN
STM_RAIN00
STM_RAIN01
STM_RAIN02
MST_STG_CLOUD_
MST_MINI_CLOUD_
MST_SPRA_CLOUD_
MST_YOUSAI_WATER_C
MST_YOUSAI_WATER_SPEC
MST_BOTTOMCLOUD_
MST_PARADISE_CLOUD_
MST_CLOUD_GEN_
MST_PARADISE_A
MST_PARADISE_B
PIL_WATER_SPEC
PIL_IND_MAP_A
PIL_SEA_MASK
PIL_VTX_SEA_BALL_A
PIL_IND_MAP_B
PIL_IND_MAP_C
PIL_HAMON_
PIL_SEA_
PIL_SANGOSYO_A
PIL_ISLAND_A
PIL_ISLAND_B
PIL_ISLAND_C
END_STG_CLOUD_
END_YOUSAI_WATER_C
END_YOUSAI_WATER_SPEC
END_FUNSUI_WATER_
END_PARADISE_
LAV_YOUGAN_LIGHT_A
LAV_FIRE_POWDER_A
LAV_FIRE_POWDER_B
LAV_YOUGAN_INDMAP_A
LAV_FIRE_A
LAV_FIRE_GROW_
LAV_LAVABASE_
LAV_LAVA_
LAV_LAVA_FUNSUI_
LAV_DRAGON_LAVA_
LAV_FIRE_
bg_lava.c
WA2_KAIMEN
WA2_POKO_LIGHT
WA2_SNOW
WA2_LIGHTMAP_GRAD
WA2_SUIMEN_TEST_HI_CONT
WA2_POKOPOKO
WA2_FISH
WA2_SHIP
WA2_SHIP_HO
WA2_ROPE
bg_wat2.c
TAR_WATER_SPEC
TAR_IND_MAP_A
TAR_SEA_MASK
TAR_VTX_SEA_BALL_A
TAR_IND_MAP_B
TAR_IND_MAP_C
TAR_HAMON_
pen_ocean
pen_B_ocean
LAMP_LIGHT
TAR_SEA_
TAR_RAMP
TAR_TEKKOTU01_L
TAR_TEKKOTU01_R
TAR_TEKKOTU01_B
TAR_TEKKOTU02_L
TAR_TEKKOTU02_R
TAR_TEKKOTU02_B
TAR_TEKKOTU03_L
TAR_TEKKOTU03_R
TAR_TEKKOTU03_F
TAR_JUMPDAI_A
TAR_JUMPDAI_B
TAR_JUMPDAI_C
TAR_JUMPDAI_D
TAR_JUMPDAI_E
TAR_JUMPDAI_F
TAR_JUMPDAI_G
TAR_JUMPDAI_H
TAR_JUMPDAI_I
TAR_JUMPDAI_J
TAR_JUMPDAI_K
SPA_CORO_SHADOW_A
SPA_CORO_SHADOW_BOX_vtx
SPA_CORO_DOME_SPEC_A
SPA_CORO_DOME_SPEC_B
SPA_CORO_DOME_SPEC_C
SPA_CORO_DOME_BOX
SPA_CORO_DOME_BOX_B
SPA_CORO_DOME_BOX_C
SPA_CORO_ARM_
SPA_CORO_CENTRE_
SPA_CORO_DOME_
SPA_CORO_RING_A
SPA_CORO_RING_C
SPA_CLOUD_STAR_
BILL_HIKARI
POD_RENZ_FREA_
POD_POD_AWA_A
POD_POD_SUIMEN_A
POD_YUGE_A
POD_FIRE_POWDER_A
POD_SHADOWMAKE_
POD_SUIJOKI_
POD_SUN_
POD_LEAVES_
POD_POD_A
POD_FIRE_
POD_ROCK_A
POD_KAMADO_A
POD_TABLE_A
POD_TENT_
POD_GLASS_
POD_MAKI_
POD_TUBO_
POD_TREE_
bg_pot.c
PAR_PLANE
bg_park.c
WHA_WAVE_A_skin
WHA_WAVE_PAT_C
WHA_WAVE_SPEC_A
WHA_IN_LIGHT_A
WHA_LIGHTMAP_A
WHA_WAVE_PAT_B
WAVE_BALL_
WHA_MOUTH_A
_ltmp
WHA_BODY_
WHA_BONE_A
WHA_HARABONE_A
WHA_SEBONE_A
WHA_SKY_
WHA_MOUTH_
WHA_CAP_A
bg_whale.c
BUB_BUBBLE
BUB_WASH
BUB_WASH_TS
BUB_AWAWA
BUB_WASH_T_SHIRT
BUB_WASH_TOWEL
BUB_WASH_SKIRT
BUB_WASH_SHEET
BUB_SPA
bg_bubble.c
GEAR_RIVER_TEST
GEAR_RIVER
GEAR_SUN
GEAR_SKY
GEAR_GROUND
GEAR_CATSLE
GEAR_SKY_UP
GEAR_BRIDGE
bg_gear.c
JUN_SMOKE_SCREEN_A
JUN_WATER0
JUN_SPLA_EDGE_
BILL_ERIMAKI0
BILL_CUP
BILL_ERIMAKI1
BILL_HAT
BILL_BIN
bg_guest.c
BNS_?
BNS_GLASS
BNS_SKY
BNS_STAR_LIGHT
BNS_SKY_KUMO_
BNS_ASI_KABA
AUT_PIPE_
bg_bow2_au.c
%d(%03d)
CLEAR
IT_COIN
IT_FGT_BANANA
IT_MINI_RACE
IT_FGT_POWER
IT_FGT_PUNCH
IT_PILOT
IT_DOGFIGHT
IT_TMP001
IT_TMP002
IT_TMP003
IT_TMP004
IT_TMP005
IT_TMP006
IT_TMP007
IT_TMP008
IT_TMP009
IT_TMP010
IT_TMP011
IT_TMP012
IT_TMP013
IT_TMP014
IT_TMP015
IT_TMP016
STATUS: %s
TYPE: %s
MODEL:
POS: X,%7.3f
Y,%7.3f
Z,%7.3f
SPD: X,%7.3f
ROT: X,0x%04X
Y,0x%04X
Z,0x%04X
ROTSPD: X,0x%04X
Y,0x%04X
Z,0x%04X
COLI RAD: %7.3f
Captured Time: %d
Flag: 0x%08X
Coin Value: %d
SOT_BUMPER
SOT_JAMABAR
SOT_GOALTAPE
SOT_GOALBAG
SOT_GOALBAG_EXMASTER
SOT_MF_PNL_BUMPER
SOT_MF_PNL_ELECTRAP
SOT_MF_BULLET_TEST
SOT_MF_BOX
SOT_BUMPER_BGSPECIAL
SOT_NAMEENT_BTN
SOT_STAGE_SW000
SOT_RETURNGATE
STATUS: %s
TYPE: %s
MODEL:
PART ID: %d
POS: X,%7.3f
Y,%7.3f
Z,%7.3f
SPD: X,%7.3f
ROT: X,0x%04X
Y,0x%04X
Z,0x%04X
ROTSPD: X,0x%04X
Y,0x%04X
Z,0x%04X
COLI RAD: %7.3f
Flag: 0x%08X
BUMPER_L%d
JAMABAR
BUTTON_P
BUTTON_S
BUTTON_R
BUTTON_FF
BUTTON_FR
'OFS: X,%7.3f
OFS SPD: X,%7.3f
Y,%7.3f
Z,%7.3f
;Warning!!! Goal Tape Max(%d) Over!!!
MARU
SANKAKU
SANNKAKU
SIKAKU
HOSI
SUPE-DO
KURO-BA-
HA-TO
DAIYA
NIJYU-MARU
ONNPU
ONPU
ATTOMA-KU
ANDO
ANNDO
SANNKAKU_U
SANNKAKU_B
SANNKAKU_L
SANNKAKU_R
TENNTENN
KAKERU
KOME
MUGENN
BOTANN_A
BUTTON_A
BUTTON_B
BUTTON_C
BOTANN_L
BUTTON_L
BOTANN_R
BUTTON_R
BUTTON_X
BUTTON_Y
BUTTON_Z
LEVER
BUTTON_+
SHOkyuu
CHUkyuu
NAKA
JYOkyuu
KYUU
NANI
HONN
KAchi
MAke
SHIyou
TSUKAu
shiYOU
JIbunn
jiBUNN
HITO
NINN
GENzai
genZAI
KOsuu
DOUji
douJI
TOKI
TAIsenn
taiSENN
SENN
KAIsuu
TSUGI
RENNshuu
rennSHUU
KYOUsou
kyouSOU
SAKI
HOKA
KURAI
KAZU
KEttei
keTTEI
MIGI
SHITA
KUDA
HIDARI
TAberu
UGOku
OOkii
KIbunn
HENN
KAwaru
CHIkei
chiKEI
chiTENN
TENN
SAKA
MICHI
Ochiru
TOru
KIkann
MOUkeru
TUku
YOmu
KARADA
ATUKAu
SETSU
AKArui
KAku
DENN
GENN
NUku
TAMA
SHOKYUU
CHUKYUU
JYOKYUU
NANNBONN
SHOUBU
SYOUBU
SHIYOU
JIBUNN
GENZAI
DOUJI
TAISENN
RENNSHUU
KYOUSOU
HONNSUU
KOSUU
KETTEI
CHIKEI
CHITENN
SAKAMICHI
RAKKA
SENNSHU
TORU
TORE
NANNKAI
KAISUU
KATE
SHOKI
SETTEI
CHAKUCHI
HONNTAI
TORIATUKAI
SETUMEI
DENNGENN
KACHI
TAIKETSU
TATAKAU
TATAKAI
SENNSOU
NUKU
HASHIRU
KYOUSOU2
NUKI
TSUKAU
OTOSU
TSUKAI
OCHI
KIME
JITENN
OSHI
DOUTENN
HENNKEI
TSUKAE
SAYUU
KIMA
MAKE
JYOUGE
ALIGN_LT
ALIGN_LC
ALIGN_LB
ALIGN_CT
ALIGN_CC
ALIGN_CB
ALIGN_RT
ALIGN_RC
ALIGN_RB
ALIGN_KINTO
SPRITE WARNING!! %s's category %s is not load
nlSprPut : SPRITE BUFFER OVER !! %s
nlSprPut : SPRITE BUFFER OVER !! ARAM FONT %d
SPRITE WARNING!! bmp_%s's category %s is not load
FONT_ASCII
FONT_ASC_8x16
FONT_ASC_12x12
FONT_ASC_24x24
FONT_ASC_16x16P
FONT_ASC_16x16
FONT_DMY03
FONT_DMY04
FONT_DMY05
FONT_ASC_72x64
FONT_DMY06
FONT_DMY07
FONT_DMY08
FONT_DMY09
FONT_DMY10
FONT_DMY11
FONT_DMY12
FONT_DMY13
FONT_DMY14
FONT_DMY15
FONT_DMY16
FONT_ICON_SD
FONT_ICON_SD2
FONT_DMY20
FONT_DMY21
FONT_DMY22
FONT_DMY23
FONT_DMY_RNK00
FONT_DMY_RNK01
FONT_DMY_RNK02
FONT_DMY_RNK03
FONT_DMY_RNK04
FONT_RNK_32x32
FONT_RNK_NUM
FONT_MINI_RNK
FONT_SCORE_NUM
FONT_DMY_RNK0
FONT_DMY_RNK1
FONT_DMY_RNK2
FONT_DMY_RNK3
FONT_DMY_RNK4
FONT_DMY_RNK5
FONT_DMY_RNK6
FONT_DMY_RNK7
FONT_DMY_RNK8
FONT_DMY_RNK9
FONT_DMY_RNKa
FONT_DMY_RNKb
FONT_DMY_RNKc
FONT_DMY_RNKd
FONT_DMY_RNKe
FONT_DMY_RNKf
FONT_SEL_CTRL_PORT
FONT_SEL_CTRL_R
FONT_SEL_CTRL_B
FONT_SEL_CTRL_Y
FONT_SEL_CTRL_G
FONT_SEL_CTRL_SDW
FONT_DMY42
FONT_DMY43
FONT_BWL_SCORE
FONT_DMY50
FONT_DMY51
FONT_DMY52
FONT_DMY53
FONT_DMY54
FONT_DMY55
FONT_DMY56
FONT_DMY57
FONT_RAC_DMY01
FONT_RAC_PLAYER
FONT_RAC_RANK
FONT_RAC_LAP_MARK_NUM
FONT_RAC_LAP_NUM
FONT_RAC_TIME_NUM
FONT_RAC_LAP_MARK_NUM_S
FONT_RAC_DMY08
FONT_RAC_DMY09
FONT_RAC_DMY10
FONT_RAC_SPD_NUM
FONT_RAC_DMY12
FONT_RAC_DMY13
FONT_TGT_PLAYER
FONT_TGT_MSCORE
FONT_TGT_SCORE
FONT_TGT_SCORE_S
FONT_TGT_SPEED
FONT_TGT_ROUND
FONT_TGT_ALT
FONT_TGT_WIND
FONT_DMY71
FONT_DMY72
FONT_DMY73
FONT_NUM_NML_SCORE
FONT_NUM_NML_TIME
FONT_NUM_NML_TIME_S
FONT_NUM_NML_SPEED
FONT_NUM_NML_SARU
FONT_ASC_NML_D5
FONT_ASC_NML_D6
FONT_ASC_NML_D7
FONT_ASC_NML_D8
FONT_ASC_NML_D9
FONT_DMY79
FONT_DMY7a
FONT_DMY7b
FONT_DMY7c
FONT_DMY7d
FONT_DMY7e
FONT_DMY7f
FONT_BOA_TIME_NUM
FONT_BOA_DMY02
FONT_BOA_RANK
FONT_BOA_PLAYER
FONT_BOA_SPD_NUM
FONT_BOA_LAP_MARK_NUM
FONT_BOA_LAP_MARK_NUM_S
FONT_BOA_DMY08
FONT_BOA_DMY09
FONT_BOA_DMY10
FONT_BOA_LAP_NUM
FONT_BOA_DMY12
FONT_BOA_DMY13
FONT_BOA_DMY14
FONT_BOA_DMY15
FONT_BOA_DMY16
FONT_DOG_SPEED
FONT_DOG_SPEED_S
FONT_DOG_MSCORE
FONT_DOG_SCORE
FONT_DOG_SCORE_M
FONT_DOG_SCORE_S
FONT_DOG_ROUND
FONT_DOG_ALT
FONT_DOG_RESULT
FONT_DOG_TIME
FONT_DOG_DMY02
FONT_DOG_DMY03
FONT_DOG_DMY04
FONT_DOG_DMY05
FONT_JAP_TAG
FONT_JAP_DMY
FONT_JAP_24x24_2
FONT_JAP_24x24_2P
FONT_JAP_24x24_I
ORIGINAL
REGULAR
BOLD
ITALIC
BOLD ITALIC
TEGAKI
> %s
chara No.%d can't load.
ARAM FONT BUFFER OVER!!
font.c
cannot OSAlloc at chara_load()
0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz!"#$%&'()*+,-./:;<=>?@[\]^_`{|}~
ARAM FONT SEARCH ERROR at get_tex_id [ch:%d]
is no load ...
is no data ...
WYes
pause menu
GAME OVER
Continue game
Weiterspielen
Continuer
Sigue Juego
Continua partita
How to play
Spielregeln
Comment jouer
mo jugar
Come giocare
Exit game
Spielende
Quitter
Salir ju.
Esci
View stage
Level sehen
Voir niveau
Ver fase
Guarda livello
Save replay
Wiederh. speich.
Sauv. Replay
Guar. Rept.
Salva replay
Retry
Erneut
essayer
Reint
Riprova
Stage select
Levelwahl
Choix niveau
Elegir Fase
Scelta livello
Guide
Info
Guida
Save Game Data
PRESS START/PAUSE
CKE START/PAUSE!
APPUYEZ SUR START/PAUSE
PULSA START/PAUSE
PREMI START/PAUSE
logo plus
logo
AMUSEMENT VISION/SEGA,2001,2002
SEGA AV
title
saru
banana
eieipu
ROUND %d
WORLD %d]%d
MASTER EX%d
MASTER %d
EXTRA %d
STAGE %d
BONUS STAGE
FINAL ROUND
FINAL STAGE
` %s
READY
%3.0f
JUMP TO STAGE %d
ZU LEVEL %d SPRINGEN
SAUTER A L'ETAGE %d
SALTA AL PISO %d
SALTA AL PIANO %d
GOAL
FALL OUT
TIME OVER
PERFECT
BONUS FINISH
CONTINUE?
h/NOKORI
Continue(s):%d
dit(s):%d
dito(s):%d
Continua:%d
REPLAY
GREATEST
OUT OF RANK
YOU ARE %s BALLER!
YOU ARE %dTH BALLER!
NAME
ENTRY
CONGRATULATIONS
THANK YOU FOR PLAYING
Staff
Chief Programmer
Hisashi Endo
Programmers
Jun Tokuhara
Yoshinori Suzuki
Eiji Takaki
Chief Designer
Junichi Yamada
Designers
Mika Kojima
Yukinobu Arikawa
Yukio Oda
Mari Sasaki
Sound Design
Yoshiyuki Kadooka
Chamy
Hiroyuki Hamada
Hidenori Shoji
Sakae Osumi
Monkey Voice
Kaoru Morota
Konami Yoshida
Rio Natsuki
Mechatronics
Masao Yoshimoto
Akihiko Kohno
Kazuhiro Nojo
Hiroki Koyama
Masahito Yanase
Seiji Ishii
Yutaka Yokoyama
Eiji Inoue
Publicity
Masae Otoshi
Cooperation
Dole Food Company,Inc
Dole Japan,Ltd.
Special Thanks
HAIKYO
STURM Co.,Ltd.
T's music Co.,Ltd.
Producer & Director
Toshihiro Nagoshi
ENDING PICTURE
GO TO THE
EXTRA
MASTER
MASTER EXTRA
STAGE
extra mask
%s %s
extra all mask
%5d
X %d
X %d
X 2
CLEAR SCORE :
WARP BONUS
TIME BONUS
STAGE SCORE :
RETRY?
Save?
SAVE GAME DATA
m
how to
Challenge Mode controls
Challenge Mode Rules
Practice Mode controls
Practice Mode Rules
Monkey Race 2 controls
One Course Race Rules
Spielregeln Einzelkurse
Expl. Circuit Unique
Reg. Carr. 1 Circuito
Regole corsa singola
About Items (Part1)
Grand Prix Rules
Grand-Prix-Regeln
Expl. Grand Prix
Reg. Grand Prix
Regole grand prix
Time Attack Rules
Zeitangriff-Regeln
Expl. mode Chrono
Reg. Contrarreloj
Regole sfida a tempo
About Items (Part2)
Monkey Fight 2 controls
Normal Mode rules
About Items
Objektinfo
Les objets
Acerca Obj.
Oggetti
Survival Mode Rules
Monkey Target 2 controls
Monkey Target 2 rules
View Mode controls
Ansichtssteuerung
Comm. mode Vue
Control Md. Vista
Comandi visuale
Shot Mode Controls
Schussmodussteuerung
Comm. mode de Tir
Control Md. Tiro
Comandi mod. tiro
US Nine-ball Rules
JAPAN Nine-ball Rules
Rotation Rules
Eight-ball Rules
Monkey Bowling 2 controls
Normal Mode
`Normal
` Rules
Regeln Herausforder.
Expl. mode Challenge
Reglas Md. Desaf
Regole mod. sfida
Special Mode Rules
Normal Mode
`9 pins
` Rules
Normal Mode
`Strike
` Rules
Monkey Golf 2 controls
Stroke Play rules
Regeln Z
hlspiel
Expl. Mode Stroke
Reg. Juego Ataque
Regole gioco a tiri
Match Play rules
Regeln Lochspiel
Expl. Match
Reg. Match Play
Regole scontro
Monkey Shot controls
Monkey Shot rules
Monkey Boat controls
Monkey Soccer controls
Exhibition Mode Rules
Tournament Mode Rules
PK Mode Rules
Monkey Dogfight controls
Story Mode controls
Story Mode Rules
Monkey Baseball controls
About the Wheel (Part1)
About the Wheel (Part2)
Monkey Tennis Controls
Singles Mode Rules
Doubles Mode Rules
AControl Stick
Roll the ball.
Kugel rollen
Stick direct.
Faire rouler boule
Stick de Control
Rueda la bola
Muovi palla
START/PAUSE
Pause Menu
Pausenmen
Menu pause
Pausa
Menu pausa
A Button
Adjust the size of
the on-screen map
A-Knopf
e der
Karte einstellen.
Bouton A
glage de la
taille de la carte.
Ajusta el tama
del mapa.
Pulsante A
Ridimensiona la
mappa sullo schermo.
Use Item.
Objekt nutzen
Objet
Usa Obj.
Usa oggetto
Punch in the direction
you are facing.
/bcff0000/-Before taking flight-
Roll the ball down the ramp.
/bcff0000/-During flight-
Push up to dive
Pull down to climb
Left/right to turn
/bcff0000/-Bevor du abhebst-
Rolle die Kugel die Rampe runter
/bcff0000/-Im Flug-
Oben verringert H
Unten vergr
ert H
Links/Rechts lenkt.
/bcff0000/-Avant l'envol-
Rouler sur le tremplin
/bcff0000/-En vol-
Haut pour descendre
Bas pour monter
Gauche/Droite pour tourner
/bcff0000/-Antes de despegar-
Rueda la bola rampa abajo
/bcff0000/-En vuelo-
Arriba para ir abajo.
Abajo para ir arriba.
Izq./Dch. girar
/bcff0000/-Prima di volare-
Spingi la palla gi
dalla rampa
/bcff0000/-Durante il volo-
Premi su per andare gi
Premi gi
per andare su.
Sx/dx per girare.
/bcff0000/
/bcff0000/
1. Expand wings.
2. Go back to the ball.
Press left or right to
change the direction.
cke Links/Rechts
zum Richtungswechsel.
Gauche/Droite pour
la direction.
Pulsa dch. o izq.
para cambiar dir.
Cambia direzione con
destra o sinistra.
Once you choose an angle,
it will change to /bcff0000/shot mode.
Wenn du eine Richtung gew
hlt hast,
bist du im /bcff0000/Sto
modus.
Une fois la direction r
la vue passe en mode de tir.
Cuando decidas una direcci
cambiar
al modo tiro.
Decisa la direzione,
ti troverai in modalit
tiro.
/bcff0000/
h/bc000000/
B Button
Return to previous
camera view.
B-Knopf
ck zur Kamerasicht
Bouton B
Revenir
vue cam
Regresar a vista c
Pulsante B
Torna a visuale telecamera
C Stick
Camera movement
C-Stick
Kamerabewegung
Stick C
Mouv. cam
Mov. c
mara
Movimenti visuale
X Button
Ball number
X-Knopf
Kugelnummer
Bouton X
boule
mero Bola
Pulsante X
N. palla
Y Button
Change between
2D top view and 3D view.
Y-Knopf
Zwischen 2D- und
3D-Sicht umschalten.
Bouton Y
Changer entre
vue 2D et vue 3D.
Cambia entre vista
3D y vista 2D a
rea.
Pulsante Y
Alterna visuale
dall'alto 2D e 3D.
Change the shot point
of the ball.
Du kannst den Kontaktpunkt
der Kugel
ndern.
Tu peux changer le point
d'impact de ta boule.
Puedes cambiar los
puntos de tu bola.
Puoi cambiare i
punti della tua palla.
Shot
Tiro
Spara
Return to /bcff0000/View Mode.
Zum /bcff0000/Ansichtsmodus
Revenir en mode Vue
Volver a Md. Vista
Torna a mod. visuale
/bcff0000/
h/bc000000/
Change the strength
of your shot.
rke des
ndern
Changer la
force du coup
Cambia la fuerza
de tu tiro
Cambia forza
del tiro
Press left or right to change
your throwing position.
cke Rechts/Links,
um die Wurfposition zu
ndern.
Appuyer sur Droite ou Gauche
pour changer de position
Pulsa izq o dch para cambiar
posici
n de lanzamiento.
Cambia la posizione di tiro
con sinistra e destra
Select:
1. Throwing position
2. Throwing direction
3. Throwing strength
hle:
1. Wurfposition
2. Wurfrichtung
3. Wurfst
Choisir
1. Position du lancer
2. Direction du lancer
3. Force du lancer
Elige:
1. Posici
n lanz.
2. Direcci
n lanz.
3. Fuerza lanz.
Scegli:
1. Posizione di tiro
2. Direzione del tiro
3. Forza del tiro
Cancel the
throwing position.
Bewegung der
Wurfposition abbrechen.
Annuler la
position du lancer
Cancelar mov.
de posici
n lanzamiento
Annulla movim.
posizione di tiro
C Button
Change view before
selecting throwing position
C-Knopf
Bouton C
Pulsante C
Toggle scorecard.
Punkte wechseln
Basc. score
Cambia Punt.
Cambia punti
L,R Button
Ball spin
L- und R-Taste
Spin der Kugel
Boutons L, R
Rotation
n L, R
Rotaci
n bola
Pulsante L, R
Rotaz. palla
your hitting direction
Press up or down to
select your club
Links oder Rechts
ndert
die Schlagrichtung.
changer la direction.
Pulsa Izq. o dch. para
cambiar direcci
n del golpe.
Cambia la direzione del
tiro con destra e sinistra.
Hit the ball.
Ball schlagen
Taper la balle
Golpea bola
Colpisci
Back Camera
Cancel
Abbrechen
Annuler
Cancela
Annulla
Landing site Camera
Z Button
View score
Z-Knopf
Punkte sehen
Bouton Z
Voir score
Ver punt.
Pulsante Z
Mostra punteggio
Press right or left to turn the
the camera right or left
Press up or left to move
the camera forward or back
Press up or down to move the camera forward or back.
Links oder Rechts dreht
die Kamera links/rechts.
Oben oder Unten bewegt
die Kamera vor/zur
Droite/Gauche pour tourner
la cam
droite ou
gauche.
Haut/Bas pour d
placer la cam
vers l'avant ou l'arri
Pulsa dch. o Izq. para girar
la c
mara a derecha o izquierda.
Pulsa arribabajo para mover
mara adelante/atr
Premi destra e sinistra per girare
la telecamera in quella direzione.
Premi su e gi
per spostare
la telecamera avanti e indietro.
Face the camera point
Return to Shot Mode
Return to Shot Mode without
changing where you are facing.
Move the
camera point
Kamerapunkt
bewegen
placer
la vue
Mover punto
de c
mara
Sposta direzione
telecamera
Lower camera
Kamera runter
Lever la vue
Bajar c
mara
Telecamera inferiore
Raise camera
Kamera rauf
Baisser vue
Subir c
mara
Alza telecamera
Select the item
you will use next.
Punch in the
direction you press.
R Button or B Button
Press and hold to /bcff0000/generate and
/bcff0000/retain power/bc000000/. Release to /bcff0000/punch/bc000000/.
/bcff0000/
/bc000000/
/bcff0000/
`/bc000000/
During /bcff0000/flight with 2 or 5
/bcff0000/balls/bc000000/ Formation Change
/bcff0000/
/bcff0000/Press and hold/bc000000/ to change
to top camera view.
/bcff0000/
/bc000000/
R Button
/bcff0000/With 'GUIDE ON'/bc000000/ you will
see the path of your ball.
/bcff0000/
/bc000000/
Top view Camera
Press right and left alter-
nately to move forward.
Press repeatedly
to move left.
L Button
to move right.
Strategy change
Arrowed Character
movement
/bcff0000/PK, when you are the kicker
Press Up and Down on the Control
Stick to set kicking power.
Press Left and Right on the Control
Stick to set the direction.
/bcff0000/PK, when you are the goal keeper
Stick to move your character
/bcff0000/
/bcff0000/
/bcff0000/
/bcff0000/-Attack mode-
Shoot
/bcff0000/-Defense mode-
Dash/Tackle
/bcff0000/
/bcff0000/
Pass
/bcff0000/* You don't use the A and
/bcff0000/B Buttons in PK mode.
/bcff0000/
/bcff0000/
/bcff0000/
/bcff0000/
/bcff0000/
/bcff0000/Before throwing
/bcff0000/the ball
Position change
/bcff0000/After throwing
-Pitch ball-
Push up for Slow ball
Push down for
Speed ball
Push right or left for
Direction controls
/bcff0000/After the ball
/bcff0000/gets hit
-Defense side-
Change Defense
position to
catch the ball
/bcff0000/
/bcff0000/
/bcff0000/Pitcher
Throw the ball.
/bcff0000/Batter
/bcff0000/
/bcff0000/Pitcher Side
Change your defense position
Character
Hit the ball in
the direction
you press the
Control Stick.
Top Spin
(Fast and High)
Slice Spin
(Slow and Low)
/bcff0000/Sight the crosshairs to the
/bcff0000/nearest opponents/bc000000/ and shoot.
/bcff0000/
/bcff0000/
/bc000000/
Shoot a bullet
/bcff0000/When you run out of
/bcff0000/bullets, /bc000000/press rapidly
to get 50 more bullets
/bcff0000/
crosshairs.
L Button or B Button
Reload
Fire /bcff0000/missile
/bcff0000/
/bc000000/
Decrease speed
Increase speed
Fire bullet
=>?@
*+,-.
/0123
ABCDE
"(*+
#"$%&5
If you can guide the ball to the goal without falling off the track,
you'll continue on to the next stage!
There are delicious bananas scattered throughout the stages!
If you eat 100, you'll get an extra life!
If you fall off the track, you'll lose a life!
If you run out of time, you'll also lose a life!
If you keep falling off or keep running out of time
and you run out of extra monkeys, the game will be over!
You can select any stage that you've played before
and practice doing it over and over!
Use the Control Stick to guide the ball to the goal
without falling off the track! Good luck!
When you want to practice a new stage, just press START/PAUSE,
select the "Stage Select" option, and change the stage.
When you want to quit practicing,
just press START/PAUSE and select the "Exit Game" option.
You pick one course and race! Roll your ball
as fast as you can and try to come in first!
hle einen Kurs f
r ein Rennen! Rolle deine
Kugel so schnell du kannst und werde Erster!
Choisis un circuit et fais la course !
Fonce avec ta boule pour arriver premier !
Elige un circuito y corre!
Rueda la bola
lo m
pido posible y llega el primero!
Scegli un tracciato e corri! Guida la palla
veloce che puoi, cerca di arrivare primo!
Once you complete the selected number of laps, you will reach
the goal! When all places have been filled, the race will end.
Nach der gew
hlten Rundenzahl erreichst du das Ziel!
Sobald alle Pl
tze vergeben sind, ist das Rennen beendet.
Une fois que le nombre de tours choisi est termin
, c'est
l'arriv
e ! Une fois toutes les places prises, la course se termine.
Cuando completes el n
mero de vueltas elegidas, llegar
a la meta! Cuando se ocupen todas las plazas, la carrera terminar
Completato il numero di giri stabilito, raggiungerai il traguardo!
Quando tutti i posti sono stati occupati, la corsa finir
If you hit an Item Box, you will get items. You can grab up to three items!
Choose with the Y Button and use them with the A Button.
If you are playing 1 player, there is a time limit! If time
runs out, the game will end and you will be forced to retire!
Wenn du als Einzelspieler spielst, gibt es ein Zeitlimit!
Wenn es erreicht ist, ist das Spiel zu Ende und du musst aufh
ren!
Si tu es le joueur 1, il y a une limite de temps ! Si le temps
expire, la partie se termine et tu es oblig
d'abandonner !
Si juegas el modo 1 jugador, hay l
mite de tiempo!
Si se
agota el tiempo, el juego terminar
y tendr
s que retirarte!
Se stai giocando in singolo c'
un limite di tempo! Se il
tempo finisce terminer
la partita e sarai costretto a ritirarti!
Race on all the courses and get points by winning!
The player with the most points at the end of all the races wins!
the goal! The better place you come in, the more points you will get!
Je weiter vorne du ankommst, desto mehr Punkte gibt es!
Une fois que tu as termin
le nombre de tours choisi, c'est
l'arriv
e ! Plus la place est bonne, plus il y a de points
gagner !
Cuando completes el n
mero de vueltas elegidas llegar
a la meta!
Cuanto mejor te clasifiques, m
s puntos ganar
Se arriverai al miglior posto riceverai pi
punti!
If you hit an item box, you can get items! You can grab up to three items.
Choose with the Y Button and use them with the A Button!
Pick one course and see how fast
you can complete it by yourself!
hle eine Strecke und schau,
wie schnell du sie fahren kannst!
Tout seul, choisis un circuit
pour voir ton meilleur temps !
Elige un circuito y a ver
lo r
pido que puedes completarlo!
Scegli un tracciato e guarda
quanto sei veloce da solo!
In this mode, you won't find any Item Boxes,
but you will start the race with three Speed Up items!
Hier gibt es keine Objektboxen,
du beginnst das Spiel aber mit drei Tempostars!
Dans ce mode il n'y a pas de bo
tes
objet,
mais la course commence avec trois objets de vitesse !
En este modo no hay cajas de objetos,
pero iniciar
s la carrera con tres objetos de Aceleraci
In questa modalit
non troverai scatole oggetto,
ma inizierai la gara con tre oggetti velocit
Try and find the best places to use your Speed Up items
and get as fast a time as possible!
Versuche, die Tempostars optimal einzusetzen
und die schnellste Zeit zu fahren!
Il faut trouver le meilleur moment pour utiliser
les objets de vitesse et foncer !
Usa los objetos de Aceleraci
n en los mejores
lugares y llega lo m
pido posible!
Cerca i posti migliori per usare gli oggetti
velocit
e ottenere il tempo migliore!
There is a time limit in this mode!! If the time
In diesem Modus gibt es ein Zeitlimit! Wenn es
erreicht ist, ist das Spiel zu Ende und du musst aufh
ren!
Il y a une limite de temps ! Si le temps expire,
la partie se termine et il faut abandonner !
En este modo hay l
mite de tiempo!
Si se agota
el tiempo, el juego termina y tendr
s que retirarte!
un tempo limite in questa modalit
! Quando finisce
il tempo la partita terminer
e ti dovrai ritirare!
Punch and hit your opponent!
You will get KO point(s)!
When the time limit runs out, the player
with the most points wins the match!
The person with the most wins after
the determined number of matches wins!
If there's a tie,
the game will go into sudden death!
Punch your opponent to make them fall off!
The player who stays on the stage until the end wins.
Stages crumble, piece by piece!
The player who falls off first loses.
The player with the most wins after
Punch and hit
your opponent!
After lifting off the ramp, press the A Button in the air,
and wings will open and you can fly in the sky!
When you get close to the target, press the A Button
again to go back into the ball and land it!
Land on the target successfully and you will get points!
After flying the set number of rounds, your points are tallied.
While flying with 2 or 5 Monkey Balls,
you can change the formation with the B Button!
The player who first pockets
the 9-ball wins!
Start by pocketing the ball with the lowest number and work your way up!
If you miss, it becomes your opponent's turn.
After you hit the ball with the lowest number,
and if it goes in a pocket, you can continue playing!
If your own ball falls into a pocket, it's considered a foul,
and it becomes your opponent's turn.
Hit the ball with the lowest number. When you pocket
the 3-, 5-, 7-, 9-balls, you get points!
The 3-, 5-, 7-balls are worth 1 point, and the 9-ball is worth 2 points
if hit into a corner pocket. Points will be doubled if hit into a side pocket.
Whenever the 3-, 5-, 7-, 9-balls fall into a pocket before their turn,
they will be returned to the table.
After you pocket the 9-ball at the end of the game,
if the cue ball enters the break area, you can continue playing!
All 15 balls are used. Start by pocketing the ball
with the lowest number and work your way up!
When you pocket any ball, you receive
the same number of points as the ball #.
The total number of points is 120. The player who gets 61 points,
more than half of the total points, wins.
120
If the game is tied at 60,
the player who pockets the last ball wins.
Balls 1-7 are the low group,
and balls 9-15 are the high group.
After breaking the game, the player who first pockets
a ball will take the group of the first pocketed ball.
If you pocket the 8-ball after pocketing
all of your group balls, you will win.
After break, if you pocket the 8-ball before
pocketing your group balls, you will lose.
At the start, you will use the Control Stick to move left or right
in order to determine your throwing position. Press the A Button to decide.
Zu Beginn legst du deine Wurfposition
ber den Control Stick fest.
cke den A-Knopf, um sie festzulegen.
Il faut d'abord utiliser le Stick directionnel pour se d
placer lat
ralement
et choisir la position du lancer. Appuyer sur le Bouton A pour d
cider.
Primero usar
s el Stick de Control para mover a Izq. o dch.
y determinar tu posici
n de lanzamiento. Pulsa el Bot
n A para decidir.
All'inizio, usa il Control Stick per muoverti a destra e sinistra
e scegliere la posizione di tiro. Premi il Pulsante A per confermare.
Next, an arrow that shows the direction of the throw will appear.
Press the A Button to stop the arrow from moving back and forth!
Dann erscheint ein Pfeil, der die Richtung des Wurfes angibt.
cke den A-Knopf, damit sich der Pfeil nicht mehr bewegt.
Ensuite, une fl
che indique la direction du lancer. Il faut
appuyer sur le Bouton A pour arr
ter la fl
che de bouger !
Luego aparecer
una flecha que indica la direcci
n del lanzamiento.
Pulsa el Bot
n A para que la flecha deje de moverse!
Dopo apparir
una freccia che mostra la direzione del tiro.
Premi il Pulsante A per fermare il suo movimento avanti e indietro!
After that, the throwing strength gauge will appear. Press the A
Button when the meter reaches the strength you want to throw with!
Danach erscheint die Anzeige der Wurfst
rke. Dr
cke den
A-Knopf, wenn die Anzeige die gew
nschte Wurfst
rke erreicht hat!
Puis la jauge de force du lancer appara
t. Il faut appuyer
sur le Bouton A quand la jauge atteint la force d
Despu
s ver
s el indicador de fuerza de lanzamiento.
Pulsa el Bot
n A cuando el indicador llegue a la fuerza deseada!
Poi comparir
l'indicatore della forza. Premi il Pulsante
A quando l'indicatore raggiunge la forza con cui vuoi tirare!
Before the ball is thrown, you can press
the L and R Buttons to add spin to your ball!
Bevor die Kugel geworfen wird, kannst du die
L- und R-Taste dr
cken, um deinen Ball anzuschneiden!
Avant de lancer la boule, appuyer sur les
Boutons L ou R pour donner un effet
la boule !
Por
ltimo antes de lanzar la bola, pulsa
el Bot
n L, R si quieres a
adir efecto a tu bola!
Infine, prima di lanciare la palla,
puoi premere i Pulsanti L e R per darle un effetto!
Throw the ball with the right angle, strength, and spin to knock
over all the pins! Your score will be totaled up from 10 frames!
Wirf die Kugel mit richtigem Winkel, St
rke und Spin, um alle
Pins zu erwischen! Deine Punktzahl wird in 10 Frames addiert!
Lancer la boule avec un angle, la force et l'effet pour
faire tomber les quilles ! Le score s'ajoute sur 10 s
ries !
Lanza la bola con el
ngulo, fuerza y efecto correcto para
derribar todos los bolos!
Se sumar
la puntuaci
n de los 10 juegos!
Lancia la palla con angolo, forza ed effetto adatti per abbattere
tutti i birilli! Il tuo punteggio sar
la somma dei 10 tiri!
Try to knock down
all the pins with one throw!
Versuche, die Pins
mit einem Wurf abzur
umen!
Tente de tout faire
tomber en un seul lancer !
Intenta derribar
todos los bolos de una vez!
Cerca di abbattere
i birilli con un tiro solo!
There are 10 different patterns with which the pins can
be set! You can choose whatever pattern you want!
Es gibt 10 verschiedene Muster, in denen die Pins stehen!
Du kannst ein beliebiges Muster w
hlen.
Il y a dix fa
ons diff
rentes d'aligner les quilles !
Tu peux choisir l'alignement que tu d
sires !
Los bolos se pueden colocar de 10 maneras diferentes!
Elige el patr
n que quieras!
Ci sono 10 diverse disposizioni per i birilli,
scegli quella che preferisci!
Once you master how to spin the ball, try to
knock down the pins in all the different patterns!
Sobald du wei
t, wie man die Kugel anschneidet,
versuche doch, die Pins aller Muster zu r
umen!
Une fois l'effet ma
tris
, essaye d'abattre
les quilles dans les diff
rents alignements !
Cuando domines c
mo girar la bola, derriba
todos los bolos en todos los diferentes patrones!
Quando hai imparato come dare effetto alla palla,
prova le altre disposizioni!
You have 15 tries to knock down the pins!
Once you've thrown the ball 15 times, it's game over!
Du hast 15 Versuche, die Pins zu treffen!
Nach den 15 W
rfen ist das Spiel vorbei!
15 essais pour abattre les quilles !
s que la boule est lanc
e 15 fois, la partie est finie !
Tienes 15 intentos para derribar todos los bolos!
Cuando lances 15 veces se termina el juego!
Hai 15 tentativi per abbattere i birilli!
Quando li avrai usati tutti la partita finir
Play in strange shaped bowling lanes.
Your score will be totaled up from 10 frames!
You will play with 9 pins. The missing pin will be
counted as you knock down the set and score.
Throw the ball at the right angle, strength, and spin to knock
over all the pins! Your score will be totaled up after 20 throws!
Play the selected number of holes, and total the scores.
The player with the lowest total score will get the better grade.
Spiele die gew
hlte L
cherzahl und addiere die Schl
Der Spieler mit den wenigsten insgesamt erh
lt den besseren Rang.
Joue le nombre de trous choisi et fais attention au score.
Le joueur avec le score total le plus bas l'emporte.
Juega el n
mero de hoyos elegido y suma los puntos.
El jugador con la menor puntuaci
n total gana el mejor grado.
Gioca il numero stabilito di buche e somma i punteggi.
Il giocatore con il minor punteggio finale avr
un voto migliore.
Hit the ball and put it in the cup!
The player with the fewest hits will get the better grade.
Schlag den Ball und loche ein! Der Spieler mit den
wenigsten Schl
gen erh
lt den besseren Rang.
Taper la balle pour la mettre dans le trou !
Le joueur avec le moins de coups l'emporte.
Golpea la bola y m
tela en el hoyo!
El jugador con menos golpes ganar
el mejor grado.
Colpisci la palla e mandala in buca!
Il giocatore con meno tiri avr
il voto migliore.
If the ball falls off the track, it counts as an
"Out of Bounds"! A penalty of 1 stroke will be incurred!
Wenn der Ball die Bahn verl
sst, z
hlt dies
als 'Ball im Aus'! Dies z
hlt als Strafschlag!
Si la balle sort du circuit, c'est compt
comme
"Hors limites" ! Une p
nalit
d'un coup est inflig
Si la bola se sale de la calle, cuenta como
"Fuera de L
mites"
Se penaliza con 1 golpe!
Se la palla esce dal tracciato, varr
come un "fuori
dalla pista"! Sar
dato 1 colpo di penalit
If you can't knock the ball into the hole within 9 hits, you will be
forced to give up! You will be given a score of "10" for that hole.
Wenn der Ball nicht mit 9 Schl
gen eingelocht wird, musst
du aufgeben! Du bekommst dann 10 Punkte f
r das Loch notiert.
Si tu ne peux pas faire rentrer la balle en moins de neuf coups,
il faut abandonner ! Un score de "10" est attribu
pour ce trou.
Si no consigues meter la bola en el hoyo en 9 golpes,
deber
s retirarte! Recibir
s una puntuaci
n de "10" para ese hoyo.
Se non riesci a mandare la palla in buca in 9 tiri, dovrai
abbandonare! Ti sar
assegnato un punteggio di "10" per quella buca.
The player to win each hole will receive points for that hole.
The player with the fewest number of strokes wins.
Der Spieler, der das Loch gewinnt, erh
lt Punkte daf
Der Spieler mit den wenigsten Schl
gen gewinnt.
Le joueur qui gagne un trou obtient des points pour ce trou.
El jugador que gane cada hoyo recibir
puntos por ese hoyo.
El jugador con el menor n
mero de golpes gana.
Il giocatore vincitore di ogni buca ricever
dei punti.
Vincer
il giocatore con meno tiri.
If the difference in the score between the losing player and winning
player becomes too great for the player to catch up, the game will end.
Wenn die Differenz zwischen dem zur
ckliegenden und dem
hrenden Spieler zu gro
wird, um noch aufzuholen, ist das Spiel beendet.
Si la diff
rence de score entre le gagnant et le perdant
est trop grande pour pouvoir revenir au score, la partie se termine.
Si la diferencia de puntuaciones entre el jugador que gana
y el que pierde se ampl
a demasiado, el juego terminar
Se la differenza tra il giocatore in vantaggio e quello in
svantaggio diventa troppo grande da recuperare, la partita finir
Shoot the targets which appear one
after another and earn points!
If you hit the targets continuously without
any mistakes, you will earn more bonus points!
Bullets framed in the same color as
your player color will head toward you.
If you run out of bullets, press the A Button
rapidly! Then you will get 50 more bullets.
Your life decreases when you get damaged.
If your life runs out, the game is over.
The enemy Boss is waiting for you at the end.
Aim for the weakpoints and shoot!
You pick one course and race!
Paddle a boat as fast as you can and try to come in first!
Once you complete the selected number of laps, you will reach the goal!
Once all the ranked places have been filled, the race will end.
If you hit an item box, you can get items! You can grab up to three items,
choose them with the Y Button and use them with the A Button.
With good timing, when you press
the L and R Buttons, you can move forward.
Press the L Button repeatedly to turn right,
the R Button to turn left.
The better place you come in, the more points you will get!
There is a time limit in this mode!! If time runs out,
the game will end and you will be forced to retire!
Up to 2 players can play one game.
Shoot and score into your opponent's goal!
Guide the soccer ball to the opponent's side,
and if you shoot it into the goal, you get 1 point.
In 'PK ON' gameplay mode, you will have a PK game
in the case of a tie score.
In 'PK OFF' gameplay mode, you will go into overtime periods.
The first player to get a goal wins.
At halftime,
the teams switch sides.
In 1 player mode, you can play against the COM.
Win against four teams and get a victory!
Up to 2 players can play a PK game.
You use only the Control Stick in PK Mode.
The A and B Buttons are not used.
If you get close to the ball, you shoot automatically.
Set the strength and the direction using the Control Stick.
If you are the goal keeper, use the Control Stick
to move your character to block the opponent's shot.
Fly in the air and shoot down the opponents
with your guns and missiles!
If you get an opponent inside your shooting range,
an aim cross will appear.
If you get the opponent insde the Lock-on frame,
the color of the square frame changes.
When the square frame becomes red,
it is time to shoot!
You earn points
if you hit opponents.
When the time expires, the player with
the most points wins the match!
Survive to win!
Shoot all your opponents down!
If you can guide the ball to the goal without
falling off the track, you'll clear the stage!
If you eat them, you'll get bonus points!
If you fall off the track,
the game will be over!
If you run out of time,
The pitcher should perform a nice roll so the
batter doesn't make a hit or a homer!
Batter must swing at the right time to hit the
ball! Hit the rolling ball!
If the ball falls into one base, two base, or three base
pockets, the next batter is up!
If the ball hits the jump board, it will jump to the
stands and become a homerun!
If the ball falls into the Out pocket or is caught by
the other team, it is Out. After 3 Outs your turn is over.
Spin the wheel each inning. Depending on what number you get,
the position of the pockets and the jump boards change.
Normal Shift:
A basic shift occurs when the wheel stops at the No-symbol outcome.
Homerun Shift:
All jump boards appear, and all pockets become Out pockets.
Right Shift:
Hit pockets move to the right side.
Left Shift:
Hit pockets move to the left side.
Hit Shift:
All pockets become One Base hits.
Center Shift:
Hit pockets move to the center.
Half Out:
Half of the pockets become Out pockets.
Lucky Seven:
On the seventh match, Non-symbol outcomes become lucky zones.
Points are named 15,30,40. The Player who
gets 4 points first wins the game.
If the score is tied at 3 points, a Deuce occurs.
You continue to play until the difference is 2.
The player who wins the determined number of
games wins the set.
The first player to win the majority of the
determined number of sets wins the match.
You can smash if you hit the ball just on the Smash
Mark which appears on the ground!
If you run into an Item Box, you will receive an item...
but only luck will determine what item you receive!
Wenn du
ber eine Objektbox l
ufst,
ltst du einen zuf
lligen Gegenstand.
Si tu passe sur une bo
objet,
tu obtiendras un objet qui sera d
termin
au hasard.
Si caes en una Caja Objeto recibir
s un objeto,
pero la suerte decidir
el objeto que recibes.
Se passi sopra a una scatola oggetto,
ne riceverai uno: la fortuna determiner
quale!
Speed Star : For a short time,
your speed will be increased!
Tempostar :
Deine Schnelligkeit wird kurz erh
Etoile : La vitesse est
augment
e pour un moment !
Est. Veloz :
Tu velocidad
aumentar
por un breve periodo!
Stella della velocit
Aumenta per un po' la tua velocit
[ :
Big Ball : You will become big enough to prevent
almost any attack from other opponents!
Banana Peel : You will drop a banana peel on the ground
and if anyone touches it, they will slip!
Bananenschale : Du l
sst eine Bananenschale fallen,
auf der die anderen Spieler ausrutschen!
Peau de banane : Tu l
ches une peau de banane et
si quelqu'un la touche,
a glisse dr
lement !
Piel Banana :
Arroja una piel de banana
al suelo y si alguien la pisa, se resbalar
Buccia di banana : Farai cadere una buccia sul
terreno e se qualcuno la toccher
scivoler
Bowling Bomber : You will release a bomb
and if you hit your opponent, it will explode!
Bowling-Bomber : Du wirfst eine Bombe.
Wenn diese deinen Gegner trifft, explodiert sie!
Bombe roulante : Une bombe est l
e et
quand elle touche l'adversaire, elle explose !
Bomba de Bolos :
Lanzar
s una bomba
y si alcanza a tu adversario, explotar
Bomba bowling : Lancerai una bomba che
esploder
se colpirai l'avversario!
If an Item Box appears, punch it to break it open!
If you pick up an item, your punches will become stronger!
Long Punch : The length of your punches will increase,
and you can even hit far away opponents!
Langer Schlag : Die L
nge der Schl
ge erh
ht sich,
du kannst sogar entfernte Gegner treffen!
Poing long : La port
e des coups de poing
augmente pour toucher m
me ceux qui sont loin !
o Largo :
Aumentar
la longitud de tus
etazos y podr
s golpear a lejanos adversarios!
Pugno lungo : Il raggio dei tuoi pugni aumenter
e potrai colpire anche gli avversari lontani!
Iron Punch : Your punches will become as hard as
iron and your striking power will become stronger!
Spinning Punch : For a short time,
you will do spinning punches!
Drehschlag : F
r eine kurze
Zeit teilst du Drehschl
ge aus!
Poing tournant : Pendant un moment,
tu fais des coups de poing tournants !
o Giratorio :
Por unos instantes,
tus pu
etazos girar
Pugno rotante : Per breve tempo,
darai dei pugni rotanti!
You will find items in the air.
Get the items by touching them.
Brake Ball : After you land, this will slow
you down quickly, so you won't roll as much!
Magnet Ball : When you land on a target,
you stick to the place that you land on!
Lucky Star : Whatever target you land on,
it will double to quintuple your score!
Banana Bunch : If you get a Banana Bunch,
you will get 10 points added to your score!
Banana : If you get a Banana,
you will get 1 point added to your score.
You can get items just
by aiming at them.
Big Gun : Your bullets become large
and you can easily hit your opponents.
X2 Bonus : You earn double points
for a short time.
Automatic : You can shoot 18 bullets
without reloading.
If you run into an Item Box, you will receive an item,
but only luck will determine what item you receive.
Piranha Torpedo : You will release a torpedo and
if you hit your opponent, it will explode and sink your opponent!
Whale Bomb : You release an explosion
of water that will blow your opponent up!
Whirling Swirl : There will be a tidal
swell that can suck in your opponent!
Monkey Submarine : You will dive
and move forward underwater !
Banana :
This will replenish your life.
Pineapple :
You get 5 missiles.
Hurry and get a pineapple. If you run out of
missiles, you'll be in trouble.
Polygon Ball : For a short time, your
opponent's ball will become polygonal!
Oberfl
che : Die Kugel deines
Gegners wird auf einmal eckig!
Polygone : Pendant un moment, la boule
de l'adversaire devient polygonale !
Bola Poligon :
Por un corto tiempo,
la bola de tu adversario ser
poligonal!
Palla poligono : La palla dell'avversario
diventer
per un po' un poligono!
Ice Cube : For a short time, you will turn your
opponent into ice and he will slide all over!
Eisw
rfel : F
r eine kurze Zeit verwandelt
sich dein Gegner in einen Eisw
rfel und rutscht!
on : Pendant un moment, l'adversaire est
transform
en gla
on pour des glissades garanties !
Hielos :
Por unos instantes, convertir
en hielo a tus adversario y ellos resbalar
Cubo di ghiaccio : Per un po' l'avversario
diventer
di ghiaccio scivolando da tutte le parti!
u :
Gravity Bomber : For a short time, your opponents
will become heavy and their movements will be slowed!
Hunter Missile : You will let loose missiles
that will hit all opponents who are in front of you.
If you turn the "Wheel of Danger" On in the Gameplay settings,
then before each flight, the Wheel of Danger will spin!
Wenn du das Risikorad in den Spieleinstellungen
aktivierst, so dreht es sich vor jedem Flug!
La Roue du danger tourne avant chaque envol si elle
est activ
e (On) dans les param
tres de jeu !
Si activas la "Rueda del Peligro" en la configuraci
del juego, antes de cada vuelo, la Rueda del Peligro girar
Se attivi la "ruota del pericolo" nelle impostazioni
di gioco, questa girer
prima di ogni volo!
Safe (where there's no symbols) : No traps
will be set. You can fly without a worry.
Sicher (keine Symbole) : Es werden keine
Fallen gestellt. Flieg einfach nur.
Indemne (sans symboles) :
Pas de pi
ge. Vol sans histoires.
Seg. (donde no hay s
mbolos) :
No hay trampas. Puedes volar sin peligro.
Salvezza :
Non ci saranno trappole. Vola tranquillo.
Smoke Screen : A fog-like cloud
makes the targets hard to see!
Nebelsicht : Durch eine Wolke
sind die Ziele kaum zu sehen!
Brume : La cible est difficile
voir
cause de la brume !
Pant. Humo :
Una especie de neblina oculta el blanco!
Cortina di fumo :
Nebbia che impedisce di vedere i bersagli!
Spiked Ball : There are spiked balls floating in the sky!
If you fly into one, you'll be forced to land!
Stachelkugel : In der Luft fliegen Stachelkugeln!
Triffst du eine, bist du zur Landung gezwungen!
Mines : Des mines flottent dans l'espace !
Si tu en percutes une, tu es oblig
d'atterrir !
Bola Clavos :
Por el cielo flotan bolas de clavos!
Si chocas contra ellas tendr
s que aterrizar!
Palla spinosa : Ci sono delle palle spinose nel cielo!
Se ti scontri con una di esse dovrai atterrare!
Big Bomb : There are bombs set on top of some of
the targets! If you land on one, it will explode!
Bomben : Auf einigen Zielen befinden sich Bomben!
Wenn du darauf landest, explodieren sie!
Bombes : Des bombes se trouvent sur certaines
cibles ! Si tu en touches une, elle explose !
GranBomb :
Hay bombas encima de algunos blancos!
Si caes sobre una,
sta explotar
Grande bomba : Ci sono dei gruppi di bombe
su alcuni bersagli! Se atterri su una esploder
Stopwatch : You can stop time
for 5 seconds.
Bullet Plus :
You get 30 bullets.
pages
Back
Retour
Indietro
Next
Weiter
Suiv.
Sig.
Succ.
Movement
Bewegen
Mov.
Muovi
Return
%d/%d
If both players win the determined number of games,
you will continue play until the difference is 2 games
If both players get the determined number of the games, you
will have a tie break. The player who gets the last game wins.
game_kiwaku_score
game_socre_asc
game_time_waku
game_time_ball
game_time_asc
game_speed
game_kiwaku_world
%d:%d
game_kiwaku_banana
game_banana
game_banana kage
game_kiwaku_saru
saru
game_kiwaku_saru mini
FINAL STAGE
course
%07d
%03d
:%02d
%3.0f
%03d
### ERROR ### BananaDispEfcReq stack over.
333>n
Ordering Primitive Over!!
MDL_APE
obj_H_APE_KUBI
obj_M_APE_KUBI
obj_L_APE_KUBI
obj_S_APE_KUBI
obj_H_APE_TE_L
obj_M_APE_MT_L
obj_L_APE_MT_L
obj_S_APE_MT_L
obj_H_APE_TE_R
obj_M_APE_MT_R
obj_L_APE_MT_R
obj_S_APE_MT_R
obj_H_APE_KUBI_EAR_L
obj_M_APE_KUBI_EAR_L
obj_L_APE_KUBI_EAR_L
obj_S_APE_KUBI_EAR_L
obj_H_APE_KUBI_EAR_R
obj_M_APE_KUBI_EAR_R
obj_L_APE_KUBI_EAR_R
obj_S_APE_KUBI_EAR_R
MDL_GAL
obj_H_GAL_KUBI
obj_M_GAL_KUBI
obj_L_GAL_KUBI
obj_S_GAL_KUBI
obj_M_GAL_MT_L
obj_L_GAL_MT_L
obj_S_GAL_MT_L
obj_M_GAL_MT_R
obj_L_GAL_MT_R
obj_S_GAL_MT_R
obj_H_GAL_KUBI_EAR_L
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obj_L_GAL_KUBI_EAR_L
obj_S_GAL_KUBI_EAR_L
obj_H_GAL_KUBI_EAR_R
obj_M_GAL_KUBI_EAR_R
obj_L_GAL_KUBI_EAR_R
obj_S_GAL_KUBI_EAR_R
MDL_KID
obj_H_KID_KUBI
obj_M_KID_KUBI
obj_L_KID_KUBI
obj_S_KID_KUBI
obj_M_KID_MT_L
obj_L_KID_MT_L
obj_S_KID_MT_L
obj_M_KID_MT_R
obj_L_KID_MT_R
obj_S_KID_MT_R
obj_H_KID_KUBI_EAR_L
obj_M_KID_KUBI_EAR_L
obj_L_KID_KUBI_EAR_L
obj_S_KID_KUBI_EAR_L
obj_H_KID_KUBI_EAR_R
obj_M_KID_KUBI_EAR_R
obj_L_KID_KUBI_EAR_R
obj_S_KID_KUBI_EAR_R
MDL_GOR
obj_H_GOR_KUBI
obj_M_GOR_KUBI
obj_L_GOR_KUBI
obj_S_GOR_KUBI
obj_M_GOR_MT_L
obj_L_GOR_MT_L
obj_S_GOR_MT_L
obj_M_GOR_MT_R
obj_L_GOR_MT_R
obj_S_GOR_MT_R
obj_H_GOR_KUBI_EAR_L
obj_M_GOR_KUBI_EAR_L
obj_L_GOR_KUBI_EAR_L
obj_S_GOR_KUBI_EAR_L
obj_H_GOR_KUBI_EAR_R
obj_M_GOR_KUBI_EAR_R
obj_L_GOR_KUBI_EAR_R
obj_S_GOR_KUBI_EAR_R
Smile Face
Angry Face
Left Hand Open
Right Hand Open
Afraid Face
Dissut
Open Mouth
Face
Hand Left
Hand Right
Ear Left
Ear Right
H_APE_EYE
H_APE_HAIR
M_APE_EYE
M_APE_HAIR
L_APE_EYE
H_GAL_EYE
M_GAL_EYE
L_GAL_EYE
H_KID_EYE
M_KID_EYE
L_KID_EYE
H_GOR_EYE
M_GOR_EYE
L_GOR_EYE
boy_h
boy_l
gal_h
gal_l
kid_h
kid_l
gor_h
gor_l
-BEGINNER MODE-
-ADVANCED MODE-
-EXPERT MODE-
-MASTER MODE-
?UUU?
?UUU
BEGINNER
NGER
DEBUTANT
PRINCIPIANTE
NOVIZIO
ADVANCED
FORTGESCRITTEN
CONFIRME
AVANZADO
AVANZATO
EXPERT
EXPERTEN
EXPERTO
MASTER
MAITRE
MAESTRO
RANKING
RNK TITILE
WORLD %d-%d
%s %s %d
%s %d
REPLAY
load.c
cannot open file
cannot read file
sub_mode: error %d in Mini
mkb2.rel_mini_bowling.rel
mkb2.rel_mini_billiards.rel
mkb2.shooting.rel
mkb2.rel_sample.rel
mkb2.race2.rel
mkb2.golf2.rel
mkb2.mini_fight2.rel
mkb2.pilot2.rel
mkb2.boat.rel
mkb2.rel_mini_futsal.rel
mkb2.dogfight.rel
mkb2.baseball.rel
mkb2.tennis.rel
mini_mode.c
multiple relocation
NEW
BASEBALL
TENNIS
DOGFIGHT
SHOOTING
FUTSAL
RENEWAL
BILLIARDS
GOLF2
FIGHT2
PILOT2
BOWLING
ETC
NAMEENTRY TEST
ENDING
RANKING
COMMEND
MINI MODE
ENDING VIEWER
COURSE[%d]
PLAYER[%d]
mini_roll_(nameentry)init
MINI COMMEND
[ %d / %d ]
!$%&'()
CONGRATULATIONS:
YOU LOSE
YOU RETIRE
COM WINS
COM WIN
1P WINS
1P WIN
2P WINS
2P WIN
3P WINS
3P WIN
4P WINS
4P WIN
DRAW GAME
RANK IN
YOU WIN
33>aG
init
commend.tpl
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There is no Memory Card in SLOT.
NOCARD GER
NOCARD FRA
NOCARD SPA
NOCARD ITA
SLOT
The device in SLOT is not supported.
Replace with a Memory Card.
WRONGDEVICE GER
WRONGDEVICE FRA
WRONGDEVICE SPA
WRONGDEVICE ITA
SLOT
An error has occurred.
Turn the power off and refer to the
Nintendo GameCube Instruction Booklet
for more information.
FATAL GER
FATAL FRA
FATAL SPA
FATAL ITA
Version Error.
FATAL GER
FATAL FRA
FATAL SPA
FATAL ITA
c Continue without loading
c Retry
CAPTION_LOAD_RETRY GER
CAPTION_LOAD_RETRY FRA
CAPTION_LOAD_RETRY SPA
CAPTION_LOAD_RETRY ITA
c Continue without saving
c Retry
CAPTION_SAVE_RETRY GER
CAPTION_SAVE_RETRY FRA
CAPTION_SAVE_RETRY SPA
CAPTION_SAVE_RETRY ITA
c Quit without reading the list
c Retry
CAPTION_LIST_RETRY GER
CAPTION_LIST_RETRY FRA
CAPTION_LIST_RETRY SPA
CAPTION_LIST_RETRY ITA
c Continue without deleting
c Retry
CAPTION_DELETE_RETRY GER
CAPTION_DELETE_RETRY FRA
CAPTION_DELETE_RETRY SPA
CAPTION_DELETE_RETRY ITA
c Continue without loading
c Retry
c Choose a Slot
CAPTION_LOAD_RETRY_CHOICE GER
CAPTION_LOAD_RETRY_CHOICE FRA
CAPTION_LOAD_RETRY_CHOICE SPA
CAPTION_LOAD_RETRY_CHOICE ITA
c Continue without saving
c Retry
c Choose a Slot
CAPTION_SAVE_RETRY_CHOICE GER
CAPTION_SAVE_RETRY_CHOICE FRA
CAPTION_SAVE_RETRY_CHOICE SPA
CAPTION_SAVE_RETRY_CHOICE ITA
c Quit without reading the list
c Retry
c Choose a Slot
CAPTION_LIST_RETRY_CHOICE GER
CAPTION_LIST_RETRY_CHOICE FRA
CAPTION_LIST_RETRY_CHOICE SPA
CAPTION_LIST_RETRY_CHOICE ITA
c Continue without deleting
c Retry
c Choose a Slot
CAPTION_DELETE_RETRY_CHOICE GER
CAPTION_DELETE_RETRY_CHOICE FRA
CAPTION_DELETE_RETRY_CHOICE SPA
CAPTION_DELETE_RETRY_CHOICE ITA
Please press
CAPTION_A GER
CAPTION_A FRA
CAPTION_A SPA
CAPTION_A ITA
c Delete.
CAPTION_A GER
CAPTION_A FRA
CAPTION_A SPA
CAPTION_A ITA
c Continue without loading
c Choose a Slot
CAPTION_LOAD_CHOICE GER
CAPTION_LOAD_CHOICE FRA
CAPTION_LOAD_CHOICE SPA
CAPTION_LOAD_CHOICE ITA
c Continue without saving
c Choose a Slot
CAPTION_SAVE_CHOICE GER
CAPTION_SAVE_CHOICE FRA
CAPTION_SAVE_CHOICE SPA
CAPTION_SAVE_CHOICE ITA
c Quit without reading the list
c Choose a Slot
CAPTION_LIST_CHOICE GER
CAPTION_LIST_CHOICE FRA
CAPTION_LIST_CHOICE SPA
CAPTION_LIST_CHOICE ITA
c Continue without deleting
c Choose a Slot
CAPTION_DELETE_CHOICE GER
CAPTION_DELETE_CHOICE FRA
CAPTION_DELETE_CHOICE SPA
CAPTION_DELETE_CHOICE ITA
c Continue without loading
c Retry
c Format
CAPTION_LOAD_RETRY_FORMAT GER
CAPTION_LOAD_RETRY_FORMAT FRA
CAPTION_LOAD_RETRY_FORMAT SPA
CAPTION_LOAD_RETRY_FORMAT ITA
c Continue without saving
c Retry
c Format
CAPTION_SAVE_RETRY_FORMAT GER
CAPTION_SAVE_RETRY_FORMAT FRA
CAPTION_SAVE_RETRY_FORMAT SPA
CAPTION_SAVE_RETRY_FORMAT ITA
c Quit without reading the list
c Retry
c Format
CAPTION_LIST_RETRY_FORMAT GER
CAPTION_LIST_RETRY_FORMAT FRA
CAPTION_LIST_RETRY_FORMAT SPA
CAPTION_LIST_RETRY_FORMAT ITA
c Continue without deleting
c Retry
c Format
CAPTION_DELETE_RETRY_FORMAT GER
CAPTION_DELETE_RETRY_FORMAT FRA
CAPTION_DELETE_RETRY_FORMAT SPA
CAPTION_DELETE_RETRY_FORMAT ITA
c Continue without saving new file
c Retry
c Manage Memory Card
CAPTION_SAVE_RETRY GER
CAPTION_SAVE_RETRY FRA
CAPTION_SAVE_RETRY SPA
CAPTION_SAVE_RETRY ITA
c Continue without saving new file
c Retry
CAPTION_SAVE_RETRY GER
CAPTION_SAVE_RETRY FRA
CAPTION_SAVE_RETRY SPA
CAPTION_SAVE_RETRY ITA
Please select the Slot
containing the Memory Card.
CHOICE_SLOT GER
CHOICE_SLOT FRA
CHOICE_SLOT SPA
CHOICE_SLOT ITA
Please use
or
and press
to select.
You can cancel by pressing
CAPTION_CHOICE GER
CAPTION_CHOICE FRA
CAPTION_CHOICE SPA
CAPTION_CHOICE ITA
FILE Data has not been saved
in the Memory Card.
NOSAVE_EXIT GER
NOSAVE_EXIT FRA
NOSAVE_EXIT SPA
NOSAVE_EXIT ITA
FILE
The Memory Card in SLOT
is incompatible with
the Super Monkey Ball 2 game.
WRONG_SECTOR GER
WRONG_SECTOR FRA
WRONG_SECTOR SPA
WRONG_SECTOR ITA
SLOT
The Memory Card in SLOT is damaged
and cannot be used.
WRONG_CARD GER
WRONG_CARD FRA
WRONG_CARD SPA
WRONG_CARD ITA
SLOT
The Memory Card in SLOT is formatted
for another market
and needs to be formatted.
ENCODING GER
ENCODING FRA
ENCODING SPA
ENCODING ITA
SLOT
The Memory Card in SLOT is corrupt
and needs to be formatted.
FORMAT_QUERY GER
FORMAT_QUERY FRA
FORMAT_QUERY SPA
FORMAT_QUERY ITA
SLOT
Do you want to format
the Memory Card in SLOT?
FORMAT_QUERY2 GER
FORMAT_QUERY2 FRA
FORMAT_QUERY2 SPA
FORMAT_QUERY2 ITA
SLOT
Slot A
SLOT_A GER
SLOT_A FRA
SLOT_A SPA
SLOT_A ITA
Slot B
SLOT_B GER
SLOT_B FRA
SLOT_B SPA
SLOT_B ITA
HAI GER
HAI FRA
HAI SPA
HAI ITA
IIE GER
IIE FRA
IIE SPA
IIE ITA
Stopped formatting Memory Card
in SLOT.
FORMAT_CANCEL GER
FORMAT_CANCEL FRA
FORMAT_CANCEL SPA
FORMAT_CANCEL ITA
SLOT
There is insufficient space to save
all types of new files in SLOT.
Super Monkey Ball 2 requires:
1 file and 2 blocks to save Game Data
1 file and 2 to 10 blocks
to save Replay Data.
Existing Game Data may be
loaded and overwritten.
NOENT GER
NOENT FRA
NOENT SPA
NOENT ITA
SLOT
There is insufficient space
to save this Replay Data.
This Replay Data requires
1 file and REQUIRED blocks to save.
There are no files available
on this Memory Card.
NOENT GER
NOENT FRA
NOENT SPA
NOENT ITA
SLOT
There is insufficient space to save
all types of new files in SLOT.
Super Monkey Ball 2 requires:
1 file and 2 blocks to save Game Data
1 file and 2 to 10 blocks
to save Replay Data.
Existing Game Data may be
loaded and overwritten.
INSSPACE GER
INSSPACE FRA
INSSPACE SPA
INSSPACE ITA
SLOT
There is insufficient space
to save this Replay Data.
This Replay Data requires
1 file and REQUIRED blocks to save.
There are FREE block(s) available
on this Memory Card.
INSSPACE GER
INSSPACE FRA
INSSPACE SPA
INSSPACE ITA
SLOT
REQUIRED
FREE
The FILE Data exists in SLOT.
Overwrite?
OVERWRITE_QUERY GER
OVERWRITE_QUERY FRA
OVERWRITE_QUERY SPA
OVERWRITE_QUERY ITA
SLOT
FILE
Stopped saving over FILE Data.
OVERWRITE_CANCEL GER
OVERWRITE_CANCEL FRA
OVERWRITE_CANCEL SPA
OVERWRITE_CANCEL ITA
FILE
Finished saving FILE Data
into Memory Card in SLOT.
SAVE_END GER
SAVE_END FRA
SAVE_END SPA
SAVE_END ITA
SLOT
FILE
Free blocks in SLOT:
REMAIN_BLOCKS GER
REMAIN_BLOCKS FRA
REMAIN_BLOCKS SPA
REMAIN_BLOCKS ITA
SLOT
Blocks:
BLOCKS GER
BLOCKS FRA
BLOCKS SPA
BLOCKS ITA
Could not load FILE Data
from Memory Card.
NOLOAD_EXIT GER
NOLOAD_EXIT FRA
NOLOAD_EXIT SPA
NOLOAD_EXIT ITA
FILE
Finished formatting Memory Card
in SLOT.
FORMAT_END GER
FORMAT_END FRA
FORMAT_END SPA
FORMAT_END ITA
SLOT
Finished loading FILE Data
from Memory Card in SLOT.
LOAD_END GER
LOAD_END FRA
LOAD_END SPA
LOAD_END ITA
SLOT
FILE
This FILE Data is corrupt
and must be deleted.
DATA_BROKEN GER
DATA_BROKEN FRA
DATA_BROKEN SPA
DATA_BROKEN ITA
FILE
The Memory Card was removed.
The operation has been stopped.
DETACH GER
DETACH FRA
DETACH SPA
DETACH ITA
SLOT
There is no FILE Data in SLOT.
NOFILE GER
NOFILE FRA
NOFILE SPA
NOFILE ITA
SLOT
FILE
Could not read the list of the FILE Data
in SLOT.
NOLIST_EXIT GER
NOLIST_EXIT FRA
NOLIST_EXIT SPA
NOLIST_EXIT ITA
SLOT
FILE
There is no FILE Data
in Memory Card in SLOT.
LIST_NO_EXIST GER
LIST_NO_EXIST FRA
LIST_NO_EXIST SPA
LIST_NO_EXIST ITA
SLOT
FILE
Finished reading
the list of the FILE Data
in Memory Card in SLOT.
LIST_END GER
LIST_END FRA
LIST_END SPA
LIST_END ITA
SLOT
FILE
Did not delete the FILE Data in SLOT.
NODEL_EXIT GER
NODEL_EXIT FRA
NODEL_EXIT SPA
NODEL_EXIT ITA
SLOT
FILE
Deleted a file in the FILE Data
in SLOT
DELETE_END GER
DELETE_END FRA
DELETE_END SPA
DELETE_END ITA
SLOT
FILE
Now formatting
FORMAT_NOW GER
FORMAT_NOW FRA
FORMAT_NOW SPA
FORMAT_NOW ITA
Now saving
SAVE_NOW GER
SAVE_NOW FRA
SAVE_NOW SPA
SAVE_NOW ITA
Now reading the list
LIST_NOW GER
LIST_NOW FRA
LIST_NOW SPA
LIST_NOW ITA
Loading FILE Data from Memory Card.
Do not touch the Memory Card
or the POWER Button.
ACCESS GER
ACCESS FRA
ACCESS SPA
ACCESS ITA
Accessing Memory Card.
Do not touch the Memory Card
or the POWER Button.
ACCESS GER
ACCESS FRA
ACCESS SPA
ACCESS ITA
Do you want to save
FILE Data in SLOT?
SAVE_QUERY GER
SAVE_QUERY FRA
SAVE_QUERY SPA
SAVE_QUERY ITA
SLOT
FILE
You can't save data if you
start with this Memory Card.
CANNOT_SAVE GER
CANNOT_SAVE FRA
CANNOT_SAVE SPA
CANNOT_SAVE ITA
No Memory Card Detected.
You can't save data
without a Memory Card.
CANNOT_SAVE_NOCARD GER
CANNOT_SAVE_NOCARD FRA
CANNOT_SAVE_NOCARD SPA
CANNOT_SAVE_NOCARD ITA
You can't save data
without a Memory Card.
CANNOT_SAVE_NOCARD GER
CANNOT_SAVE_NOCARD FRA
CANNOT_SAVE_NOCARD SPA
CANNOT_SAVE_NOCARD ITA
Data
File GER
File FRA
File SPA
File ITA
Game
System GER
System FRA
System SPA
System ITA
Debug
Debug GER
Debug FRA
Debug SPA
Debug ITA
Replay
Replay GER
Replay FRA
Replay SPA
Replay ITA
MEMMODE_SAVE
MEMMODE_LOAD
MEMMODE_LIST
MEMMODE_DELETE
MEMSUB_HALT
MEMSUB_ERROR
MEMSUB_NOSAVE_EXIT
MEMSUB_MOUNT
MEMSUB_CHECK
MEMSUB_FORMAT_QUERY
MEMSUB_FORMAT
MEMSUB_GET_SERIAL
MEMSUB_DELETE_TMP
MEMSUB_CHECK_FREE
MEMSUB_CHECK_EXIST
MEMSUB_OVERWRITE_QUERY
MEMSUB_DELETE_FILE
MEMSUB_CREATE_TMP
MEMSUB_GET_STAT
MEMSUB_SAVE_TMP
MEMSUB_SET_STAT
MEMSUB_DELETE_OLD
MEMSUB_RENAME
MEMSUB_CHECK_FREE_LAST
MEMSUB_SAVE_END
MEMSUB_NOLOAD_EXIT
MEMSUB_FORMAT_END
MEMSUB_LOAD_FILE
MEMSUB_LOAD_END
MEMSUB_GET_LIST
MEMSUB_LIST_END
MEMSUB_NOLIST_EXIT
MEMSUB_DELETE_NAME
MEMSUB_DELETE_END
MEMSUB_NODEL_EXIT
MEMSUB_NOFILE_CHECKFREE
MEMSUB_NOLOAD_EXIT_NOMSG
MEMSUB_NOLOAD_EXIT_NOMSG2
memcard.c
.dat
Super Monkey Ball 2
./memcard/
Open: cannot open.
Read: cannot read
%1d Wrong Submode.
result: %d
submode:%s
halt.
result: %d
Wrong error occured.
Please make caption list.
.000
submode : %d
submode req: %d
submode error!!
SLOT
FILE
?&ff
FREE
REQUIRED
%s %s
Ma.Ext.
Master
Maestro
Beg.Ext
AN.Ex.
DE.Ex.
Ex.PR.
Ex.NO.
Adv.Ext
FO.Ex.
CO.Ex.
Ex.AV.
Exp.Ext
EX.Ex.
Ex.EX.
Ex.ES.
Beg.
Adv.
Exp.
memcard_error_code: %d
memcard_mkb2.c
/preview/banner96x32.tpl
%s%d-%d
%s%d
%s %02d.%02d.%02d %02d:%02d
%s,%02d
%02d
%02d %02d:%02d
%s %02d
%02d
%02d %02d:%02d
%02X
DEMOPuts.c
Ins. memory to load ROM font.
ROM font is available in boot ROM ver 0.8 or later.
%08x%08x%08x%08x%08x%08x
width %d
\]ABCDEFGHIJKLMNOPQRSTUVWXYZ.!?&-@0123456789[
RANKING
[%d/%d]
entry: TRUE
entry: FALSE
spr_bg/bg_rac.gct
spr_bg/bg_tgt.gct
spr_bg/bg_bwl.gct
spr_bg/bg_glf.gct
2MA2
(MCI
cDAI
cKMK
cTMY
cUED
cJAM
I%>$
?2I%>$
?2I%?v
?2I%>$
?2I%?v
I?bI%>
p/LEVER/ p/BUTTON_A/
h/DE WOERANDE DEKIMETENE
h/NAMAE
k/~JYANNGURUSA-KITTO~
k/~AKUAOHURO-DO~
k/~HURO-ZUNNHAIUXEI~
k/~SUKAIDAUNNTAUNN~
k/~PAIPUWA-PUTONNNERU~
k/~SUPI-DODEZA-TO~
k/RE-SU
RANK
a/~5k/RAUNNDO~
a/~10k/RAUNNDO~
a/~15k/RAUNNDO~
k/TA-GETTO
k/BOURINGU
k/~NO-MARU MO-DO~
k/~CHARENJI MO-DO~
k/GORUHU
a/~18k/HO-RU~
work
race: %02d'%02d"%02d %s(%d)
target:%d %s
bowl_nml:%d %s
bowl_cha:%d %s
golf_cha:%d %d %d %s
boat: %02d'%02d"%02d %s(%d)
preview.c
cannot Open
cannot DVDReadAsync
cannot Close
preview/work/%dx%d_%02d.gct
cannot open file: %s
ABCDEFGHIJKLMNOPQRSTUVWXYZ!&-.?@9876543210
FONT_ARROW_R
FONT_A
FONT_B
FONT_C
FONT_D
FONT_E
FONT_F
FONT_G
FONT_H
FONT_I
FONT_J
FONT_K
FONT_L
FONT_M
FONT_N
FONT_O
FONT_P
FONT_Q
FONT_R
FONT_S
FONT_T
FONT_U
FONT_V
FONT_W
FONT_X
FONT_Y
FONT_Z
FONT_EXCLAM
FONT_AMPERSAND
FONT_MINUS
FONT_PERIOD
FONT_QUESTION
FONT_ATMARK
FONT_NINE
FONT_EIGHT
FONT_SEVEN
FONT_SIX
FONT_FIVE
FONT_FOUR
FONT_THREE
FONT_TWO
FONT_ONE
FONT_ZERO
FONT_ARROW_L
BUTTON
PLEASE ENTER YOUR NAME
%07d
?333
?333
fail to alloc memory for ending-management!
h/KONNDOHA SARANI
h/UENOk/REBERUh/DE ASONNDENE
h/KOREDE k/KIMIh/MO
h/ICHININNMAENO Ok/SARUh/SANNDAYO
k/KIMIh/TTEk/SUGOIh/NE! KOREKARAMO
k/MONNKI-BO-RUh/WO YOROSIKU!
h/KOKOMADE, k/PUREIh/DEKITAk/KIMIh/HAk/SUGOIh/YO!
h/KOKOMADENOk/PUREIh/, OTUKARESAMADESITA!
p/TSUGI/h/NIk/PUREIh/SURUTOKIHA, SAIGOMADE
h/IKERUYOUNI, GANNBATTEMITENE!
h/%pk/POINNTOh/WOk/GETTOh/SHITAYO!
h/ZENBUDE%tk/POINNTOh/DANE!
h/ATO%nk/POINNTOh/DE
k/MINIGE-MUh/WOk/GETTOh/DEKIRUYO!
h/ZENNBUDE%tk/POINNTOh/DANE!
k/POINNTOh/GATAKUSANNTAMATTAKARA
h/SUKINAk/MINIGE-MUh/WOk/GETTOh/DEKIRUYO!
%pk/POINNTOh/WOk/GETTOh/SHITAYO!
h/SAIGONOk/MINIGE-MUh/WOk/GETTOh/SHITENE!
k/%pk/POINNTOh/WOk/GETTOh/SHITAYO!
h/k/KONNTEXINYU-h/p/KAISUUh/WOHUYASERUYO!
k/KONNTEXINYU-p/KAISUU/h/GA%cp/KAIsuu/h/NINATTAYO!
h/KOREDEk/KONNTEXINYU-h/GAp/NANNKAI/h/DEMO
h/DEKIRUYOUNINATTAYO!
k/KIMIh/HA, SUBETENOMONOWOk/GETTOh/SHITEIRUYO!
h/KOREKARAHA, 1k/PUREIh/DEk/GETTOh/DEKIRU
k/PUREIPOINNTOh/KIROKUNIk/TYARENJIh/DAYO!
k/SAIKO-h/HA, %bk/POINNTOh/DANE!
k/SAIKO-h/KIROKUWOKOERARERUYOUNI
h/KOREKARAMO, GANBATTENE!
h/KORETTE, k/SAIKO-h/KIROKUDAYO!
k/YATTAh/NE! KOREKARAMO, SARANIUENO
h/KIROKUWOMEZASITE, GANBATTENE!
h/KOREYORIk/SUGOIh/KIROKUHANAIYO!
k/KIMIh/HA, k/KANPEKIh/DANE!
h/TYO-k/MIRAKURUh/NAk/PUREIh/DATTAYO!
k/SAIKO-h/HA, %mk/POINNTOh/DANE!
h/MOUITIDO, %mk/POINNTOh/DASERUKA
k/TYARENJIh/SHITEMITENE!
h/KONNDOHA MOTTO
h/UENOk/REBERUh/WO MEZASHITENE
h/ANATAMO KOREDE
h/ICHININNMAENO Ok/SARUh/SANNNE
h/ANATATTEk/SUGOIh/WA! KOREKARAMO
k/PUREI h/SHIMAKUTTENE
h/KOKOMADEk/PUREIh/DEKITAANATAHA, k/ERAIh/WA!
p/JIBUNN/h/DEp/JIBUNN/h/WOHOMETEAGETEMOIIKAMO!
p/IMA/p/KAIsuu/h/HAAKIRAMETAKEDO, p/TSUGI/h/NOk/PUREIh/DEHA
k/KURIAh/DEKIRUYOUNI, GANNBATTENE!
k/%pk/POINNTOh/WOk/GETTOh/SHITAWA!
h/ZE~NBUDE%tk/POINNTOh/YO.
k/MINIGE-MUh/GAk/GETTOh/DEKITYATTARISHITE.
h/TAKKUSA~NNk/POINNTOh/GAATUMATTAKARA
h/SUKINAk/MINIGE-MUh/WOk/GETTOh/DEKIRUWAYO!
h/SAIGONOk/MINIGE-MUh/MOk/GETTOh/DEKIRUWAYO!
k/KONNTEXINYU-p/KAISUU/h/WOHUYASERUWAYO!
k/KONNTEXINYU-p/KAISUU/h/GA%cp/KAIsuu/h/NINATTAWA!
h/DEKIRUYOUNINATTAWAYO!
h/ANATANIAGERARERUMONOHA, MOUNAIWA!
h/KOREKARAHA, 1k/PUREIh/DEk/PUREIPOINNTOh/WO
h/DOREDAKETORERUKANI, TYOUSENNYO!
k/SAIKO-h/HA, %bk/POINNTOh/YO!
k/SAIKO-h/KIROKUWONURIKAERARERUYOUNI
h/KOREKARAMO, ASOBITUDUKETENE!
h/KOREHA, k/SAIKO-h/KIROKUDAWA!
k/SUGGO~I! h/KOREKARAMO
h/UENOKIROKUWOMEZASHITE, GANBATTENE!
h/KOREIJYOUNOKIROKUHA, DENAIWAYO!
h/ANATATTE, k/PA-FEKUTOh/NE!
h/MOU, k/SUTEKIp/./k/TOKIMEKIp/./k/DA~ISUKIh/YO!
h/KIROKUHA,%mk/POINNTOh/YO!
h/%mk/POINNTOh/TOIUk/SAIKO-h/KIROKUWO
h/MATADASERUKA, TYOUSENNSITENE!
h/MOTTO UENOk/REBERUh/DE
h/ASOBITAIDEk/CHU
h/KOREDE RIPPANA Ok/SARUh/SANNNO
h/NAKAMAIRIDEk/CHU
k/SUGOIh/DEk/CHU! h/KOREKARAMO
h/ZUTTO ASONNDEHOSIIDEk/CHU
h/KONOk/SUTE-JIh/MADEk/PUREIh/DEKIRUNANNTE
k/SUGOIh/DEk/TYU! ODOROKIh/DEk/TYU!
h/TOTTEMOk/MUZUKAh/TIIDEk/TYUh/KEDO
h/TUGIHAk/SAIGOh/MADEITTEHOTIIDEk/TYU!
h/%pk/POINNTO, GETTOh/DEk/TYU!
h/ZENBUDE%tk/POINNTOh/DEk/TYU!
k/MINIGE-MUGETTOh/DEk/TYU! BABU~!
k/POINNTOh/WOTAKUSANNk/GETTOh/TITADEk/TYUh/KARA
h/SUKINAk/MINIGE-MUh/WOk/GETTOh/DEKIRUDEk/TYU!
h/%pk/POINNTO,GETTOh/DEk/TYU!
k/MINIGE-MUh/WOZENNBUk/GETTOh/DEKIRUDEk/TYU!
k/KONNTEXINYU-h/WOHUYASERUDEk/TYU!
k/KONNTEXINYU-h/GA%ch/KAININATTADEk/TYU!
h/NANNKAIDEMOk/KONNTEXINYU-h/GA
h/DEKIRUYOUNINATTADEk/TYU! BABU~!
h/MOU, k/PUREZENNTOh/SURUMONOHANAIDEk/TYU!
h/IKUTUk/GETTOh/SURUKANIk/TYARENJIh/DEk/TYU!
k/SAIKO-h/HA%bk/POINNTOh/DEk/TYU!
k/SAIKO-h/KIROKU, MEZATITE
h/KOREKARAMO, k/PUREIh/SURUDEk/TYU!
h/KOREHA, k/SAIKO-h/KIROKUDEk/TYU!
h/YATTADEk/TYU! h/URETIIDEk/TYU!
k/SUGOIh/DEk/TYU! UKIUKIh/DEk/TYU!
k/PA-FEKUTOh/NAKIROKUDEk/TYU!
h/KOREYORIk/SUGOIh/KIROKUHA
h/MOUNAIDEk/TYU! ODOROKIh/DEk/TYU!
k/SAIKO-h/HA,%mk/POINNTOh/DEk/TYU!
h/%mk/POINNTOh/WOMATAk/GETTOh/DEKIRUKA
k/TYARENNJIh/TITEHOSIIDEk/TYU! BABU~!
k/SAIKYO~NOSARU MEZASHITE MOTTO
k/UENO REBERUDE ASONDEKURE~!
k/SUGOIJYANE~KA! ODOROKIDAZE!
k/DAXA~KEDO UEHA MADA ARUZE!
k/UHOUHO UHOHO~I! YATTA~!
k/KOREDE SAIKYO~NOSARU DAZE~!
k/KONOSUTE~JIMADE KORETA OMAEHA
k/KANARINO UDEMAEDA~XTU! UHOUHO!
k/TUGINI PUREISURUTOKIHA AKIRAMEZUNI
k/ZENNBU KURIA DEKIRUYOUNI GANBARE!
k/%pk/POINNTO GETTOXO~XTU!
k/ZENBUDE %tk/POINNTOXO~XTU!
k/ATO %nk/POINNTO DE
k/MINIGEXE~MU GETTOXO~XTU! UHOHO!
k/POINNTO TAKUSANN! DAXAKA~RA
k/MINIGE~MU GETTOXO~XTU! DAXA~!
k/MINIGEXE~MU ZE~NNBU GETTOXO~XTU!
k/KONNTEXINYU~ HUE~RU! UHOUHO!
k/KONNTEXINYU~ %ck/ KAINI HUETA~XTU!
k/DAXAKA~RA KONNTEXINYU~ NANNDOMO
k/DEKIRUYOUNI NATTA~! NATTA~!
k/MOU OMAENI YARERUMONO NAI!
k/KOREKARAHA 1PUREIDE PUREIPOINNTO
k/NANNTENN GETTODEKIRUKA TYARENNJI!
k/SAIKO~%bk/POINNTO! ZANNNENN!
k/KOREKARAMO SAIKO~KIROKU MEZASITE
k/PUREI SURUNO DA~XTU! UHOHO~I!
k/SAIKO~KIROKU DETTA~! DETTA~!
k/UHO UHOHO! UHOUHO UHOHO~I!
k/YATTA~ YATTA~! YATTA~GO~NN!
k/KO KOREHA ODOROKINO DA~IKIROKU!
k/KOREIJYO~ SUGOI KIROKU DENAI!
k/OMAE TENNSA~I SUGOIZOXO~XTU!
k/SAIKO~%mk/POINNTO! ZANNNENN
k/%mk/POINNTO MATA DASERUYO~NI
k/GANNBARE~XTU! 1p/./k/2p/./k/3p/./k/DAXA~XTU!
c/0xff0000/h/%dc/0x000000/h/
?s33?
R?|(
UNKNOWN
BMD_INIT
BMD_REPLAY_INIT
BMD_PREVIEW_INIT
BMD_PREVIEW
BMD_COUNTDOWN_INIT
BMD_COUNTDOWN
BMD_MAIN
BMD_GOAL_INIT
BMD_GOAL
BMD_GPX_NEXT_INIT
BMD_GPX_NEXT
BMD_TA_GOAL_INIT
BMD_TA_GOAL
BMD_COMMEND_INIT
BMD_COMMEND
BMD_RANKING_INIT
BMD_RANKING
EARL
EARR
FACE
BODY
HANDL
HANDR
HAIR
EARL_MID
EARR_MID
FACE_SKL
HIGH_FLOWER
ACE_FLOWER
MIE_FLOWER
LOW_FLOWER
FLOWER
HEAD
TAIL
WHEEL_L
WHEEL_R
EYEGRASS
BACKPERA
BACKPACK
HELICAP
HERIBAR
Pr>b@
>bCW
dG=>&
Pr>b@
>bCW
dG=>&
Pr>b@
>bCW
dG=>&
Pr>b@
>bCW
dG=>&
ZORIL
ZORIR
WHEEL_LA
WHEEL_LB
WHEEL_RA
WHEEL_RB
BUTTON
SPAHELMET_INSIDE
SPAHELMET_INSIDE_SPECULAR
SPAHELMET
SPAHELMET_COLONY
SPAHELMET_JUNGLE
SPAHELMET_SPACE
SPAHELMET_SPECULAR
Pr>b@
>bCW
dG=>&
SCREW
FRGPROP
HELMET
!l>SW
Pr>b@
>bCW
dG=>&
Pr>b@
>bCW
dG=>&
WHALE_SKL
BACKPACKFUTA
COIL00
COIL01
Pr>b@
>bCW
dG=>&
aiai
meemee
baby
gongon
madh
kobun
male
female
jiji
baba
madspa
madfrg
madnkd
whale
madcrs
kobspa
high
middle
lowest
body
face
handr
handl
skinning
stitching
EYE00
EYE01
EYE02
EYE03
EYE04
EYE05
EYE06
EYE_S
EYE_00
EYE_01
EYE_02
EYE_03
EYE_04
EYE_05
EYE_06
EYE_SMILE
EYE_SMILE00
EYE_SMILE01
EYE_SMILE02
EYE_SMILE03
common
main
dummy1
dummy2
dummy3
dummy4
dummy5
dummy6
dummy7
dummy8
dummy9
dummy10
race
pilot
golf
bowl
bill
boat
dogf
tennis
futsal
bball
guns
commend
scene1-A
scene1-B
scene2
scene3
scene4
scene5
scene6
scene7
scene8
scene9
scene10
lastscene
ending1
ending2
ending3
ending4
FACE_SMILE
FACE_SOB
FACE_DISSUT
FACE_PISTOFF
KAO_SHAPE_SMILE
KAO_SHAPE_SOB
KAO_SHAPE_DISSUT
KAO_SHAPE_PISTOFF
base
smile
dissut
pistoff
talk
smiletalk
sobtalk
pistofftalk
slow
fast
veryfast
closeeye
surprise
APE_TE_R
GAL_TE_R
KID_TE_R
GOR_TE_R
MAD_TE_R
KOB_TE_R
YGM_TE_R
YGW_TE_R
ODM_TE_R
ODW_TE_R
APE_TE_OPEN_R
GAL_TE_OPEN_R
KID_TE_OPEN_R
GOR_TE_OPEN_R
MAD_TE_OPEN_R
KOB_TE_OPEN_R
YGM_TE_OPEN_R
YGW_TE_OPEN_R
ODM_TE_OPEN_R
ODW_TE_OPEN_R
%s_%s.mta
new_ape.c
File Not Found
%s_main.mta
%s_face.mta
File not found : %s
%s_hand.mta
%s_tail.mta
%s_common.mal
%s_%s.mal
%s_%s.tpl
%s_rep.tpl
%s_%s.gma
Start:%d
End :%d
Max :%0.2f
Frame:%0.2f
Intrp:%0.2f
skl.arc
skel.ska
%s_face.skl
%s_handr.skl
%s_handl.skl
%s_tail.skl
The memory for apes cannot be allocated.
madh_tail.mta
MAD_TAIL_Default
not fount default tail: TAIL_Default
ERROR: ape registration over
W%02d
null
FORCE_FACE_DIR
HANDL_GHA
HANDL_PHA
HANDR_GHA
HANDR_PHA
test
Warning: Motion or Skeleton unassigned yet.
Anim: %d, %d
AIAI
MEEMEE
BABY
GONGON
NE_READY_INIT
NE_READY
NE_INPUT_INIT
NE_INPUT
NE_PROHIBITED_CHECK
NE_INPUT_END
NE_RANKING
NE_END
NE_MINI_START
NE_MINI_CHECK
NE_MINI_READY_CAMSET
NE_MINI_READY_INIT
NE_MINI_READY
NE_MINI_INPUT_CAMSET
NE_MINI_INPUT_INIT
NE_MINI_INPUT
NE_MINI_PROHIBITED
NE_MINI_NEXT_PLAYER_WAITNE_MINI_RESET
NE_MINI_INPUT_END
NE_MINI_RANKING_CAMSET
NE_MINI_RANKING
NE_MINI_SAVE
NE_MINI_END
BANANA
AIAI
AIAI
AIAI
` AIAI
AIAI
%1?q
@1UT@
@aMr
3>)}J@
?pdg@
33A`
ff@@
@S33?L
?333>
NE_BL_WAIT
NE_BL_DEBUT
NE_BL_DISP
NE_BL_FALLOUT
NE_APE_CALL_INIT
NE_APE_CALL_WAIT
NE_APE_CALL
NE_APE_TAKE_OFF
NE_APE_FALL
NE_APE_LANDING
NE_APE_DESERT
NE_APE_IN_BALL
NE_APE_ON_BALL
NE_APE_RESET
ABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789!&-.?@
ABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789!&-.?@
NAME_END
NAME_SPACE
NAME_A
NAME_B
NAME_C
NAME_D
NAME_E
NAME_F
NAME_G
NAME_H
NAME_I
NAME_J
NAME_K
NAME_L
NAME_M
NAME_N
NAME_O
NAME_P
NAME_Q
NAME_R
NAME_S
NAME_T
NAME_U
NAME_V
NAME_W
NAME_X
NAME_Y
NAME_Z
NAME0
NAME1
NAME2
NAME3
NAME4
NAME5
NAME6
NAME7
NAME8
NAME9
NAME_BIKKURI
NAME_AND
NAME_MINUS
NAME_DOT
NAME_HATENA
NAME_ATMARK
NAME_BACKSPACE
AIAI
MEEMEE
BABY
GONGON
BANANA
AIAI
AIAI
MEEMEE
BABY
GONGON
BANANA
AIAI
AIAI
MEEMEE
BABY
GONGON
BANANA
AIAI
AIAI
MEEMEE
BABY
GONGON
BANANA
AIAI
AIAI
MEEMEE
BABY
GONGON
BANANA
AIAI
AIAI
MEEMEE
BABY
GONGON
BANANA
AIAI
AIAI
MEEMEE
BABY
GONGON
BANANA
AIAI
AIAI
MEEMEE
BABY
GONGON
BANANA
AIAI
AIAI
MEEMEE
BABY
GONGON
BANANA
AIAI
AIAI
MEEMEE
BABY
GONGON
BANANA
AIAI
AIAI
MEEMEE
BABY
GONGON
BANANA
AIAI
AIAI
MEEMEE
BABY
GONGON
BANANA
AIAI
AIAI
MEEMEE
BABY
GONGON
AIAI
AIAI
MEEMEE
BABY
GONGON
AIAI
AIAI
MEEMEE
BABY
GONGON
AIAI
AIAI
MEEMEE
BABY
GONGON
AIAI
AIAI
2MEEMEE
( BABY
GONGON
AIAI
AIAI
2MEEMEE
( BABY
GONGON
AIAI
AIAI
2MEEMEE
( BABY
GONGON
AIAI
AIAI
MEEMEE
BABY
GONGON
AIAI
AIAI
MEEMEE
BABY
GONGON
AIAI
AIAI
MEEMEE
BABY
GONGON
AIAI
AIAI
MEEMEE
BABY
GONGON
AIAI
AIAI
2MEEMEE
< BABY
FGONGON
P AIAI
Z AIAI
MEEMEE
BABY
GONGON
BANANA
AIAI
AIAI
MEEMEE
BABY
GONGON
BANANA
AIAI
AIAI
MEEMEE
BABY
GONGON
BANANA
AIAI
AIAI
2MEEMEE
( BABY
GONGON
AIAI
AIAI
2MEEMEE
( BABY
GONGON
AIAI
AIAI
2MEEMEE
( BABY
GONGON
AIAI
AIAI
MEEMEE
BABY
GONGON
AIAI
AIAI
MEEMEE
BABY
GONGON
AIAI
AIAI
MEEMEE
BABY
GONGON
AIAI
?2I%>
?2I%?X
?bI%>
?2I%>
?2I%?|
[NameEntry2_PowerOnInit]
nameentry_data
NameEntry2_KeepPlayerDataContinue
______
NameEntry2_KeepPlayerData
[%d]ne_data name score:%s %d
NameEntry2_GetCourse
NameEntry2_InitFirst
mode.course:%d
nsys.rank:%d
nsys.score:%d
nsys.ape_type:%d
entry_data_keep
%d,%d,%s,%d
keep lap.ape_type:%d
keep lap->ape_data:%d
story mode ranking check!!!!!!!!!!!!
equal
[nameentry2_init]
nameentry2_init not set already
continue to nameentry direct
ne_data[%d]:%s
nameentry2 dest
gumball_geom
{ %f,%f,%f },
ne_prohibited_check
prohibited:
ne_data[%d]ape_type:%d score:%d name:%s
input_end
player_id:%d
RANK2_RACE0
RANK2_RACE1
RANK2_RACE2
RANK2_RACE3
RANK2_RACE4
RANK2_RACE5
RANK2_RACE0_R
RANK2_RACE1_R
RANK2_RACE2_R
RANK2_RACE3_R
RANK2_RACE4_R
RANK2_RACE5_R
RANK2_TARGET0
RANK2_TARGET1
RANK2_TARGET2
RANK2_TARGET3
RANK2_BOWL_NML
RANK2_BOWL_NML_9
RANK2_BOWL_NML_S
RANK2_BOWL_CHA
RANK2_BOWL_SPE0
RANK2_BOWL_SPE1
RANK2_BOWL_SPE2
RANK2_GOLF
RANK2_BOAT0
RANK2_BOAT1
RANK2_BOAT2
RANK2_SHOOT0
RANK2_SHOOT1
RANK2_SHOOT2
RANK2_DOG0
RANK2_DOG1
RANK2_DOG2
next input player search...
rank:%d
score:%d
plus
now_ape_type:%d
please use c/0xffffff/p/LEVER/c/0x000000/a/ to choose a character
and press c/0xffffff/p/BOTANN_A/ c/0x000000/a/to select
and press A to select
PRESS A BUTTON
*** press a button ***
please use /bcffffff//cd83ad//bcff8000/ to choose a character
and press /bcffffff//cd839f//bcff8000/ to select
/bcffffff//cd83ad//bcff8000/
/bcffffff//cd839f//bcff8000/
please use /cd83ad/ to choose a character
and press /cd839f/ to select
/cd83ad/
/cd839f/
/cd83ad/
/cd839f/
face A %d
face B %d
BEGINNER MODE
ADVANCED MODE
EXPERT MODE
MASTER MODE
STORY MODE
RANK
Race -Charming Banana Road-
Race -Lovely Heart Ring-
Race -Clock Tower Hill-
Race -Cannon Ball Circuit-
Race -Submarine Street-
Race -Starlight Highway-
Race g -Banana Road-
Race g -Amusement Park-
Race g -Clock Tower Hill-
Race g -Magma Circuit-
Race g -Submarine Street-
Race g -Starlight Highway-
Race f -Banana Road-
Race f -Amusement Park-
Race f -Clock Tower Hill-
Race f -Magma Circuit-
Race f -Submarine Street-
Race f -Starlight Highway-
Race s -Banana Road-
Race s -Amusement Park-
Race s -Clock Tower Hill-
Race s -Magma Circuit-
Race s -Submarine Street-
Race s -Starlight Highway-
Race i -Banana Road-
Race i -Amusement Park-
Race i -Clock Tower Hill-
Race i -Magma Circuit-
Race i -Submarine Street-
Race i -Starlight Highway-
Target -3 rounds 1 ball-
Target -6 rounds 1 ball-
Target -3 rounds 5 balls-
Target -6 rounds 5 balls-
Ziel -3Runden 1??-
Ziel -6Runden 1??-
Ziel -3Runden 5??-
Ziel -6Runden 5??-
Target -3rounds 1??-
Target -6rounds 1??-
Target -3rounds 5??-
Target -6rounds 5??-
Blanco -3rondas 1??-
Blanco -6rondas 1??-
Blanco -3rondas 5??-
Blanco -6rondas 5??-
Obiettivo -3round 1??-
Obiettivo -6round 1??-
Obiettivo -3round 5??-
Obiettivo -6round 5??-
g -3
g -6
g -3
g -6
Bowling -Normal Rule-
Bowling -9 pins Rule-
Bowling -Strike Rule-
Bowling -Challenge Mode-
Bowling -Special Mode lv.1-
Bowling -Special Mode lv.2-
Bowling -Special Mode lv.3-
Bowling -Herausforder-
Bowling -mode Challenge-
Bolos -Normal Rule-
Bolos -9 pins Rule-
Bolos -Strike Rule-
Bolos -Md.Desaf
Bolos -Special Mode lv.1-
Bolos -Special Mode lv.2-
Bolos -Special Mode lv.3-
Bowling -mod.sfida-
O 9 pins
Golf -full round 18 holes-
Golf -ger-
Golf -fra-
Golf -spa-
Golf -ita-
Boat -Flower Garden Side-
Boat -Woody Arch River-
Boat -Water Dragon Route-
Shot -Beginner Stage-
Shot -Advanced Stage-
Shot -Expert Stage-
MONKEY SHOT -lv.1-
MONKEY SHOT -lv.2-
MONKEY SHOT -lv.3-
Dogfight -3 minutes-
Dogfight -5 minutes-
Dogfight -10 minutes-
DOGFIGHT -3 minutes-
DOGFIGHT -5 minutes-
DOGFIGHT -10 minutes-
g -3
g -5
g -10
both entry
lap entry only
rank_tbl[%d]:%d
both entry
score:%7d
RC_MOTION
RC_MOVE
RC_LOSE
RC_GOAL
RC_SUSPEND
RC_GAMESTART
RC_CONTINUE
RC_COMMEND
RC_GUEST
MADSPA
MADFRG
MADNKD
WHALE
MADCRS
KOBSPA
BLUE
YELLOW
GREEN
CYAN
MAGENTA
BLACK
WHITE
DEFAULT
EYEGRASS
BUTTON
COIL00
COIL01
BACKPACKFUTA
SCREW
PROP
BACKPERA
BACKPACK
HELICAP
HERIBAR
COLONY
JUNGLE
SPACE
dialog_tbl Loaded : 0x%08x
scnplay
scnplay.c
SARU
saru_id error!! %s %d
INSTANCE ERROR
parts_id error!! %s %d
tex_id error!! %s %d
SOFTFX
SERIFU
scndat_SCENE1A.bin
scndat_SCENE1B.bin
scndat_SCENE2.bin
scndat_SCENE3.bin
scndat_SCENE4.bin
scndat_SCENE5.bin
scndat_SCENE6.bin
scndat_SCENE7.bin
scndat_SCENE8.bin
scndat_SCENE9.bin
scndat_SCENE10.bin
scndat_SCENELAST.bin
scndat_ENDING1.bin
scndat_ENDING2.bin
scndat_ENDING3.bin
scndat_ENDING4.bin
Scene Category Error
%s Loaded : 0x%08x
scndat Free !! : 0x%08x
dialog_tbl Free !! : 0x%08x
SN_NULL
No Dialog Data %s
================== Scene_Info_Dump( %d ) =====================
STAGE:%d
CHARA NUM Error : %s
CHARA:%s LOD:%d Motion:%s
SCNPLAY_FX_CHARASHADOW
SCNPLAY_FX_CHARASHADOW_EZ
SCNPLAY_FX_BALL_FLYING
SCNPLAY_FX_BALL_FLYAWAY
SCNPLAY_FX_S1A_AIRSHIP_SHADOW
SCNPLAY_FX_S1A_VACUUM_WIND
SCNPLAY_FX_S1A_ISLAND_WIND
SCNPLAY_FX_DMY007
SCNPLAY_FX_DMY008
SCNPLAY_FX_BOMBODY
SCNPLAY_FX_CHARAATTACK
SCNPLAY_FX_BOMFLY
SCNPLAY_FX_BOMFIRE
SCNPLAY_FX_BIGEXP
SCNPLAY_FX_PLANEFALL
SCNPLAY_FX_SPLASH
SCNPLAY_FX_FACEBUBBLE
SCNPLAY_FX_DMY017
SCNPLAY_FX_FOOTBUBBLE
SCNPLAY_FX_SCREWBUBBLE
SCNPLAY_FX_WHA_SPLASH
SCNPLAY_FX_DMY021
SCNPLAY_FX_WARN_LIGHT
SCNPLAY_FX_LGUN
SCNPLAY_FX_LGUN_BULLET
SCNPLAY_FX_SWEAT
SCNPLAY_FX_DMY027
SCNPLAY_FX_BATHUP_STEAM
SCNPLAY_FX_BATHUP_SHINE
SCNPLAY_FX_GEARBIGEXP
SCNPLAY_FX_CHARAEXP
SCNPLAY_FX_ROCKETBUNER
SCNPLAY_FX_ECHARGE
SCNPLAY_FX_COREBREAK
SCNPLAY_FX_ESPHERE
SCNPLAY_FX_DMY035
SCNPLAY_FX_DMY036
SCNPLAY_FX_GOODBY_STAR
SCNPLAY_FX_MADCRASH
SCNPLAY_FX_PHOTOGRAPH
SCNPLAY_FX_BANANA_FALL
SCNPLAY_FX_MONOTONE
SCNPLAY_FX_WATER_FILTER
SCNPLAY_FX_DMY043
SCNPLAY_FX_VOLCANO_SMK
SCNPLAY_FX_BBEAM_EFC
SCNPLAY_FX_SBEAM_EFC
SCNPLAY_FX_LENSFLARE
SCNPLAY_FX_CHARASHADOW_EZ_BALL
SCNPLAY_FX_WATER_FILTER_MILD
SCNPLAY_FX_SPLASH_MILD
[ Warning ] Illegal SOFTFX Requested [%d]!!
[ Error ] Not Enough Memory For SOFTFX[%d]!!
NODISP_SHIPSHADOW
STORM_SMOKE
BROKEN_GAWA_A
BROKEN_GAWA_B
BROKEN_GAWA_C
BROKEN_GAWA_D
BROKEN_GAWA_E
BROKEN_GAWA_F
BROKEN_TEKKOTU_A
BROKEN_TEKKOTU_B
GUN_BIGLIGHT01
GUN_LIGHT01
GUN_BIGLIGHT02
GUN_LIGHT02
scnplay_fx.c
GUN_BEAM
GUN_BIGBEAM
[ WARNING!! ] Need Obj or Character!
POD_RENZ_FREA_A
CORE_BROKEN_%s
scnall
scn1a
scn1b
scn2
scn3
scn4
scn5
scn6
scn7
scn8
scn9
scn10
scnlast
scnend1
scnend2
scnend3
scnend4
DIA_CTGR_SCN_ALL
DIA_CTGR_SCN1_A
DIA_CTGR_SCN1_B
DIA_CTGR_SCN2
DIA_CTGR_SCN3
DIA_CTGR_SCN4
DIA_CTGR_SCN5
DIA_CTGR_SCN6
DIA_CTGR_SCN7
DIA_CTGR_SCN8
DIA_CTGR_SCN9
DIA_CTGR_SCN10
DIA_CTGR_SCN_LAST
DIA_CTGR_SCN_END1
DIA_CTGR_SCN_END2
DIA_CTGR_SCN_END3
DIA_CTGR_SCN_END4
dialog.c
%s%s.bin
DUUUC
DUUUC
DQUUC
UUCp
DUUUC
DUUUC
No Define
boa_item_a
boa_item_b
boa_item_c
boa_item_d
boa_live
boa_time_attack
boa_item_mini_a
boa_item_mini_b
boa_item_mini_c
boa_item_mini_d
boa_player
boa_live_shine
boa_time_num
boa_time_waku
boa_rank
boa_goal
boa_result_1st
boa_result_2nd
boa_result_3rd
boa_result_4th
boa_result_5th
boa_result_6th
boa_result_7th
boa_result_8th
boa_replay
boa_replay_arrow
boa_bonus
boa_kmh
boa_speed_num
boa_rap_mark
boa_rap_mark_b
boa_rap_mark_num
boa_rap_mark_num_s
boa_rap_mark_t
boa_rap_num
boa_map140
boa_power_waku
boa_map138
boa_map139
boa_map_arrow
boa_power_bar_mono
boa_power_waku_saki
boa_power_bar_mono_saki
fut_kiwaku_half
fut_num
fut_strategy_light
fut_strategy_waku
fut_time_colon
fut_ball_waku
fut_kiwaku_pk_a
fut_kiwaku_pk_b
fut_kiwaku_pk_c
fut_pk_maru
fut_pk_bar
fut_pk_batsu
wu??
wu??
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Ou??
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Su??
Uu??
Uu??
Wu??
Wu??
Yu??
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ku??
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-----------SceneSoundLoad
------ SceneSoundDest -------
StreamSE Play:%d
StreamSE Pause:%d
StreamSE Start:%d
--- stream all fade out ---
10Run_MercyRule
1basehit_rgb5a3
2basehit_rgb5a3
3basehit_rgb5a3
Ballfour_rgb5a3
Bottom_rgb5a3
End_calledgame_rgb5a3
End_com_rgb5a3
End_draw_rgb5a3
End_gameset_rgb5a3
Inningita
Inningita_1keta
Main_1p_rgb5a3
Main_2p_rgb5a3
Main_aiai_rgb5a3
Main_baby_rgb5a3
Main_batterfacedai_rgb5a3
Main_batternumber0_rgb5a3
Main_batternumber1_rgb5a3
Main_batternumber2_rgb5a3
Main_batternumber3_rgb5a3
Main_batternumber4_rgb5a3
Main_batternumber5_rgb5a3
Main_batternumber6_rgb5a3
Main_batternumber7_rgb5a3
Main_batternumber8_rgb5a3
Main_batternumber9_rgb5a3
Main_bso_rgb5a3
Main_com_rgb5a3
Main_fellower_rgb5a3
Main_gongon_rgb5a3
Main_iningboard_rgb5a3
Main_iningnumber0_rgb5a3
Main_iningnumber1_rgb5a3
Main_iningnumber2_rgb5a3
Main_iningnumber3_rgb5a3
Main_iningnumber4_rgb5a3
Main_iningnumber5_rgb5a3
Main_iningnumber6_rgb5a3
Main_iningnumber7_rgb5a3
Main_iningnumber8_rgb5a3
Main_iningnumber9_rgb5a3
Main_inningomote_rgb5a3
Main_inningura_rgb5a3
Main_madhihi_rgb5a3
Main_meemee_rgb5a3
Main_radar_rgb5a3
Main_radarbig_rgb5a3
Main_radericonb_rgb5a3
Main_radericonbbig_rgb5a3
Main_radericonr_rgb5a3
Main_radericonrbig_rgb5a3
Main_radericony_rgb5a3
Main_radericonybig_rgb5a3
Main_sbo_rgb5a3
Main_sbolightgreen_rgb5a3
Main_sbolightred_rgb5a3
Main_sbolightyellow_rgb5a3
Mainscore0_rgb5a3
Mainscore1_rgb5a3
Mainscore2_rgb5a3
Mainscore3_rgb5a3
Mainscore4_rgb5a3
Mainscore5_rgb5a3
Mainscore6_rgb5a3
Mainscore7_rgb5a3
Mainscore8_rgb5a3
Mainscore9_rgb5a3
Mainscorehifun_rgb5a3
OP1picon_rgb5a3
OP2picon_rgb5a3
OPaiai_rgb5a3
OPbaby_rgb5a3
OPcomicon_rgb5a3
OPgongon_rgb5a3
OPkakushia_rgb5a3
OPkakushib_rgb5a3
OPmeemee_rgb5a3
OPnameboard
OPplayball_rgb5a3
OPvs_rgb5a3
Score_0_rgb5a3
Score_1_rgb5a3
Score_2_rgb5a3
Score_3_rgb5a3
Score_4_rgb5a3
Score_5_rgb5a3
Score_6_rgb5a3
Score_7_rgb5a3
Score_8_rgb5a3
Score_9_rgb5a3
Score_batsu_rgb5a3
Scoreinning01_rgb5a3
Scoreinning02_rgb5a3
Scoreinning03_rgb5a3
Scoreinning04_rgb5a3
Scoreinning05_rgb5a3
Scoreinning06_rgb5a3
Scoreinning07_rgb5a3
Scoreinning08_rgb5a3
Scoreinning09_rgb5a3
Scoreinning10_rgb5a3
Scoreinning11_rgb5a3
Scoreinning12_rgb5a3
Scoreinninghifun_rgb5a3
Top_rgb5a3
Tornament_1st_rgb5a3
Tornament_2nd_rgb5a3
Tornament_3nd_rgb5a3
Tornament_4th_rgb5a3
Tornament_5th_rgb5a3
Tornament_final_rgb5a3
Tornament_round_rgb5a3
b_End_1p_rgb5a3
b_End_2p_rgb5a3
b_End_lose_rgb5a3
b_End_win_rgb5a3
b_End_you_rgb5a3
ball_rgb5a3
bananastadium_rgb5a3
basesonballs_rgb5a3
change_rgb5a3
foul_rgb5a3
fourball_rgb5a3
homerun_rgb5a3
monkeydome_rgb5a3
out_rgb5a3
roulet_iconita
rouleticon_1
rouleticon_7
rouleticon_C
rouleticon_H
rouleticon_L
rouleticon_OUT
rouleticon_R
scoreboard
strike_rgb5a3
End_1p_rgb5a3
End_2p_rgb5a3
End_3p_rgb5a3
End_4p_rgb5a3
End_GAME_rgb5a3
End_aiai_rgb5a3
End_and_match_rgb5a3
End_and_rgb5a3
End_baby_rgb5a3
End_comb_rgb5a3
End_comg_rgb5a3
End_comy_rgb5a3
End_game_and_set_rgb5a3
End_gongon_rgb5a3
End_ita
End_itanumber0_rgb5a3
End_itanumber1_rgb5a3
End_itanumber2_rgb5a3
End_itanumber3_rgb5a3
End_itanumber4_rgb5a3
End_itanumber5_rgb5a3
End_itanumber6_rgb5a3
End_itanumber7_rgb5a3
End_itanumber8_rgb5a3
End_itanumber9_rgb5a3
End_kakushi_rgb5a3
End_lose_rgb5a3
End_meemee_rgb5a3
End_win_rgb5a3
End_you_rgb5a3
Main_break
Main_changecoart_rgb5a3
Main_doublefault_rgb5a3
Main_fault_rgb5a3
Main_game
Main_gamenumber0_rgb5a3
Main_gamenumber1_rgb5a3
Main_gamenumber2_rgb5a3
Main_gamenumber3_rgb5a3
Main_gamenumber4_rgb5a3
Main_gamenumber5_rgb5a3
Main_gamenumber6_rgb5a3
Main_gamenumber7_rgb5a3
Main_gamenumber8_rgb5a3
Main_gamenumber9_rgb5a3
Main_gamenumberhifun_rgb5a3
Main_itaplayer1p_rgb5a3
Main_itaplayer2p_rgb5a3
Main_itaplayer3p_rgb5a3
Main_itaplayer4p_rgb5a3
Main_itaplayercom_rgb5a3
Main_let_rgb5a3
Main_match
Main_net_rgb5a3
Main_out_rgb5a3
Main_play_rgb5a3
Main_playercoin1p_rgb5a3
Main_playercoin2p_rgb5a3
Main_playercoin3p_rgb5a3
Main_playercoin4p_rgb5a3
Main_playercoincomb_rgb5a3
Main_playercoincomg_rgb5a3
Main_playercoincomy_rgb5a3
Main_pointboard_rgb5a3
Main_returnace_rgb5a3
Main_score0_rgb5a3
Main_score1_rgb5a3
Main_score2_rgb5a3
Main_score3_rgb5a3
Main_score4_rgb5a3
Main_score5_rgb5a3
Main_score6_rgb5a3
Main_score7_rgb5a3
Main_score8_rgb5a3
Main_score9_rgb5a3
Main_scorea_rgb5a3
Main_scorehifun_rgb5a3
Main_serviceace_rgb5a3
Main_set
Main_setita
Main_tiebreak_rgb5a3
OP_aiai_rgb5a3
OP_baby_rgb5a3
OP_gongon_rgb5a3
OP_italong1_rgb5a3
OP_italong2_rgb5a3
OP_itashort1_rgb5a3
OP_itashort2_rgb5a3
OP_kakushi_rgb5a3
OP_meemee_rgb5a3
Setnumber0_rgb5a3
Setnumber1_rgb5a3
Setnumber2_rgb5a3
Setnumber3_rgb5a3
deuse
final_rgb5a3
first_rgb5a3
replay
round_line
round_rgb5a3
second_rgb5a3
third_rgb5a3
tournament_rgb5a3
/tennis
bt_effect.tpl
bt_effect.gma
!"#$%&'(
AUTHOR_1A
AUTHOR_1B
AUTHOR_2
AUTHOR_3
AUTHOR_4
AUTHOR_5
AUTHOR_6
AUTHOR_7
AUTHOR_8
AUTHOR_9
AUTHOR_10
AUTHOR_LAST
AUTHOR_ADV0
AUTHOR_ADV1
AUTHOR_ADV2
AUTHOR_END1A
AUTHOR_END1M
AUTHOR_END1B
AUTHOR_END1G
AUTHOR_END2A
AUTHOR_END2M
AUTHOR_END2B
AUTHOR_END2G
AUTHOR_END3A
AUTHOR_END3M
AUTHOR_END3B
AUTHOR_END3G
AUTHOR_END4A
AUTHOR_END4M
AUTHOR_END4B
AUTHOR_END4G
%2d
%s %d
Scene: %d
Max: %d
Frame: %d
================== author.step ( %d ) =====================
sub_mode: error %d in Author
AUTHOR MODE
dlg/scn1a_e.bin
scnplay/scndat_SCENE1A.bin
dlg/scn1b_e.bin
scnplay/scndat_SCENE1B.bin
ape/aiai_l.tpl
ape/aiai_l.gma
ape/meemee_l.tpl
ape/meemee_l.gma
ape/baby_l.tpl
ape/baby_l.gma
ape/gongon_l.tpl
ape/gongon_l.gma
dlg/scn2_e.bin
scnplay/scndat_SCENE2.bin
ape/aiai_h.tpl
ape/aiai_h.gma
ape/baby_h.tpl
ape/baby_h.gma
ape/gongon_h.tpl
ape/gongon_h.gma
dlg/scn3_e.bin
scnplay/scndat_SCENE3.bin
ape/aiai_m.tpl
ape/aiai_m.gma
ape/meemee_m.tpl
ape/meemee_m.gma
ape/baby_m.tpl
ape/baby_m.gma
ape/gongon_m.tpl
ape/gongon_m.gma
ape/meemee_h.tpl
ape/meemee_h.gma
ape/meemee_scene3.mta
ape/meemee_face.mta
ape/meemee_hand.mta
ape/meemee_common.mal
ape/meemee_scene3.mal
ape/aiai_rep.tpl
ape/meemee_rep.tpl
ape/baby_rep.tpl
ape/gongon_rep.tpl
dlg/scn4_e.bin
scnplay/scndat_SCENE4.bin
dlg/scn5_e.bin
scnplay/scndat_SCENE5.bin
ape/rob_sl.tpl
ape/rob_sl.gma
dlg/scn6_e.bin
scnplay/scndat_SCENE6.bin
ape/madnkd_tail.mta
dlg/scn7_e.bin
scnplay/scndat_SCENE7.bin
dlg/scn8_e.bin
scnplay/scndat_SCENE8.bin
bg/bg_spa2.tpl
bg/bg_spa2.gma
stage/STAGE417.lz
stage/st417.tpl
stage/st417.gma
dlg/scn9_e.bin
scnplay/scndat_SCENE9.bin
dlg/scn10_e.bin
scnplay/scndat_SCENE10.bin
stage/STAGE401.lz
stage/st401.tpl
stage/st401.gma
bg/bg_tar2.tpl
bg/bg_tar2.gma
dlg/scnlast_e.bin
scnplay/scndat_SCENELAST.bin
dlg/scnend1_e.bin
scnplay/scndat_ENDING1.bin
'dlg/scnend2_e.bin
scnplay/scndat_ENDING2.bin
(dlg/scnend3_e.bin
scnplay/scndat_ENDING3.bin
)dlg/scnend4_e.bin
scnplay/scndat_ENDING4.bin
stage/st397.gma
stage/STAGE397.lz
stage/st397.tpl
stage/STAGE404.lz
stage/st404.tpl
stage/st404.gma
stage/STAGE403.lz
stage/st403.tpl
stage/st403.gma
bg/bg_jun2.gma
bg/bg_jun2.tpl
stage/STAGE410.lz
bg/bg_au_par2.gma
bg/bg_au_par2.tpl
cYou received %d Play Points.
You didn't get any Play Points.
You now have a total of %d Play Points.
Only %d Play Points left
to unlock the next Party Game!
/bcff8000/You can unlock a Party Game!
Unlock a Party Game by selecting it!
Earn more Play Points
to get a gift!
/bcff8000/Now you can get a gift!
Check the Gifts in the Options Menu!
/bcff8000/
Play Point record for this time:%d
Momentane Spielpunktstatistik:%d
Record de pts jeux pour cette fois:%d
cord puntos juego esta vez:%d
Record punti gioco della partita:%d
Highest Play Points record:%d
Spielpunktrekord:%d
Meilleur record pts de jeu:%d
c. M
x. puntos juego:%d
Miglior record punti gioco:%d
Do your best to try and beat
the high score, okay?
That's a /bcff8000/new high score!/bc000000/ Congratulations!
That was truly a great game!
A/bcff8000/
/bc000000/
Q**,
60>D
>>>> STRINGDUMP OF >>>>>>>>>>>>> mkb2.mini_fight2.rel <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<
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RELOCATION MINI_FIGHT2 LOADED
RELOCATION MINI_FIGHT2 PURGED
Error: A called an unlinked function.
Address: Back Chain LR Save
0x%08x: 0x%08x 0x%08x
mini_fight2.c
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?s33
face
player id
ko point
win bar
handicap gauge
FIGHT COUNT DOWN
FIGHT
COM WIN
%dP WIN
FINAL ROUND
ROUND %d
SUDDEN DEATH
fgt_time_waku
fgt_time_ball
fgt_time_asc
%03d
:%02d
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>>>> STRINGDUMP OF >>>>>>>>>>>>> mkb2.option.rel <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<
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6|c
6|c
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k/RIPUREI
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k/KONNTORO-RA
k/GE-MUDE-TA
k/MEMORI-KA-DOh/NIk/SE-BUh/SITA
k/RIPUREIh/WOMIRUKOTOGADEKIMASU.
k/PUREIPOINNTOh/JYOUHOUDESU.
k/GE-MUh/NOk/RANNKINNGUh/WO
h/MIRUKOTOGADEKIMASU.
k/SAUNNDOh/SETTEIDESU.
k/3p/NINN/p/DOUJI/k/PUREIh/NO
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k/KONNTORO-RAh/NOSETTEIDESU.
k/GE-MUDE-TAh/NOk/SE-BUa//k/RO-DOh/YA
h/SETTEIWOOKONAIMASU.
k/OPUSHONN
menu main
p/SHOKYUU/
p/CHUKYUU/
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STAGE
EXTRA
MASTER
%sa/%s %d
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h/KONOk/DE-TAh/HA HASONNSHITEIMASU.
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%6dpts
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preview/96x68.tpl
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k/MINIGE-MUGETTOh/MADEATO
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h/MUGENN
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p/SANNKAKU_L/ p/SANNKAKU_R/
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sound menu
a/1P WIDE
a/2P
a/3P
a/1P
a/2P WIDE
a/3P WIDE
a/LIVE
a/1Pk/WAIDO
a/2Pk/WAIDO
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k/GE-MUh/GAMENNk/REIAUTOh/WOKIMEMASU.
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k/MEINNGE-MUh/NOk/NO-MARUMO-DO
p/SHOKYUU/h/,p/CHUKYUU/h/,p/JYOKYUU/h/NOk/RANNKINNGUh/DESU.
k/PA-TEXIGE-MUh/NOk/MONNKI-RE-SU,
k/MONNKI-TA-GETTOh/NOk/RANNKINNGUh/DESU.
k/MINIGE-MUh/NOk/MONNKI-BOURINNGU,
k/MONNKI-GORUHUh/NOk/RANNKINNGUh/DESU.
k/RANNKINNGU
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k/KONNTORO-RUSUTEXIKKUh/TYOUSEI
k/BAIBURE-SYONN
k/KONNTORO-RA
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h/IPPAINIMAWASITEKUDASAI.
h/YOKEREBA WOp/OSU/h/SITEKUDASAI.
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h/KONOTYOUSEIDEYOROSIIDESUKA?
h/KONNGO,KONOTYOUSEIWOp/SHIYOU/h/SIMASU.
h/NANIKAk/BOTANNh/WOp/OSU/h/SITEKUDASAI.
h/KONOTYOUSEIHAp/SHIYOU/h/SIMASENN.
h/TYOUSEIGAKANNZENNDEHAARIMASENN.
h/SUBETENOk/KONNTORO-RAh/DE,
h/KITINNTONYUURYOKUSITEKUDASAI.
h/ IIE
k/RO-DOh/SURU
k/SE-BUh/SURU
k/O-TOSE-BU
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k/GE-MUDE-TAh/WOk/RO-DOh/SIMASU.
k/GE-MUDE-TAh/WOk/SE-BUh/SIMASU.
p/KOME/h/UWAGAKINOBAAIDEMO,
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p/SANNKAKU_L/ p/SANNKAKU_R/
OPTION LOADED
OPTION PURGED
Error: A called an unlinked function.
Address: Back Chain LR Save
0x%08x: 0x%08x 0x%08x
option.c
sub_mode: error %d in Option
REPLAY
POINT
RANKING
SOUND
SEPARATE MODE
MEMORY CARD
MEMCARD
A: LOAD
X: SAVE
B: EXIT
SAVE
result_code: %d
LOAD
dip_switch: %08X
k/KONTORO-RA%d
k/KONTORO-RAh/GA
h/SASATTEIMASEN
p/LEVER/
MASTER %d
EXTRA %d
STAGE %d
SCORE:%5d
TIME:%5.2f
>>>> STRINGDUMP OF >>>>>>>>>>>>> mkb2.pilot2.rel <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<
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RELOCATION PILOT2 LOADED
RELOCATION PILOT2 PURGED
Error: A called an unlinked function.
Address: Back Chain LR Save
0x%08x: 0x%08x 0x%08x
pilot2.c
BQ;
C^B#p
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B3RH
MONKEY TARGET2
SELECTOR
%d PLAYER(S)
%d PLAYING PLAYER(S)
%d BALL NUM
PRESS A BUTTON
TOTAL
%d X %d
h %d
FINAL
ROUND
ROUND %d
MISS
CLOSE BALL AND LAND
MONKEY TARGET 2
- %d ROUND FLIGHT -
FALL OUT
SEP TATE
SEP YOKO
LIVE BASE
LIVE STAR
TAR_DOOR_L
TAR_DOOR_R
TAR_ITA
NOCOLI_MOT_MATO_LV1Z
NOCOLI_MOT_MATO_LV1Z_B
NOCOLI_MOT_MATO_LV2Z
NOCOLI_MOT_MATO_LV2Z_B
NOCOLI_MOT_MATO_LV2Z_C
NOCOLI_MOT_MATO_LV3Z
NOCOLI_MOT_MATO_LV3Z_B
NOCOLI_MOT_MATO_LV3Z_C
NOCOLI_MOT_MATO_LV4Z
NOCOLI_MOT_MATO_LV4Z_B
NOCOLI_MOT_MATO_LV5Z
NOCOLI_MOT_MATO_LV5Z_B
>>>> STRINGDUMP OF >>>>>>>>>>>>> mkb2.race2.rel <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<
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race2_ball.c
Illegal ball sub mode : %d
SCAM_RACE2_INIT
SCAM_RACE2_MAIN2
SCAM_RACE2_LIVE2_INIT
SCAM_RACE2_LIVE2
SCAM_RACE2_FALL
SCAM_RACE2_FALL_FIX
SCAM_RACE2_GOAL_INIT
SCAM_RACE2_GOAL
SCAM_RACE2_GOAL_AIR_BREAK_INIT
SCAM_RACE2_GOAL_AIR_BREAK
SCAM_RACE2_REPLAY_FOLLOW_INIT
SCAM_RACE2_REPLAY_FOLLOW
SCAM_RACE2_REPLAY_FIX_INIT
SCAM_RACE2_REPLAY_FIX
SCAM_RACE2_LIVE_FOLLOW_INIT
SCAM_RACE2_LIVE_FOLLOW
SCAM_RACE2_LIVE_FIX_INIT
SCAM_RACE2_LIVE_FIX
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MAP_ARROW_BASE
HUNTER_MISSILE
ITEM_A
ITEM_B
ITEM_C
ITEM_D
ITEM_E
ITEM_F
ITEM_G
ITEM_H
SPEED_SMOKE01
SPEED_SMOKE02
SPEED_SMOKE03
SPEED_SMOKE04
SPEED_SMOKE05
SPEED_SMOKE06
SPEED_SMOKE07
SPEED_SMOKE08
SPEED_SMOKE09
SPEED_SMOKE10
SPEED_SMOKE11
SPEED_SMOKE12
SPEED_SMOKE13
SPEED_SMOKE14
SPEED_SMOKE15
SPEED_SMOKE16
SPEED_SMOKE17
SPEED_SMOKE18
SPEED_SMOKE19
SPEED_SMOKE20
SPEED_SMOKE21
SPEED_SMOKE22
SPEED_SMOKE23
SPEED_SMOKE24
SPEED_SMOKE25
SPEED_SMOKE26
SPEED_SMOKE27
SPEED_SMOKE28
SPEED_SMOKE29
SPEED_SMOKE30
SPEED_SMOKE31
SPEED_SMOKE32
G_BOM01
G_BOM02
G_BOM03
G_BOM04
G_BOM05
G_BOM06
G_BOM07
G_BOM08
_START_SIGN
_GOAL_SIGN
MonkeyRace2 CPU
path rate:%6.2f
width :%6.2f
ITEM OVER!
RMD2_RACE_INIT_FIRST
RMD2_RACE_INIT
RMD2_RACE_INTRO_INIT
RMD2_RACE_INTRO
RMD2_RACE_READY_INIT
RMD2_RACE_READY
RMD2_RACE_MAIN
RMD2_RESULT_INIT
RMD2_RESULT_MAIN
RMD2_REPLAY_SKIP
RMD2_COMMEND_INIT
RMD2_COMMEND_MAIN
RMD2_RANKING_INIT
RMD2_RANKING_MAIN
RMD2_DEST_INIT
RMD2_DEST_MAIN
[SUPER MONKEY RACE DX] LOADED
[SUPER MONKEY RACE DX] PURGED
Error: A called an unlinked function.
Address: Back Chain LR Save
0x%08x: 0x%08x 0x%08x
race2_mode.c
static RACE2_CPU ???[] = {
RACE2_CPU_END
{ %5.1f, %3.1f, 0x%04x, %5.2f },
Illegal race mode.
] REPLAY ]
ROUND %d
FINAL ROUND
SEP TATE
SEP YOKO
boa_time_waku
%03d
:%02d
%2d:%d
lap time(now) base
lap time
%02d;%02d<%02d
km/h or mph
speed
%dP ITEM
%dP reverse
%dP GOAL
99 POINTS
99;99<99
COM%d
PLAYER%d
%2d POINT
%2d POINTS
RETIRE
%dP RANK RESULT
TOTAL TIME
GET %d POINT!
GET %d POINTS!
TOTAL %d POINT
TOTAL %d POINTS
BEST RECORD\
NEW RECORD[
TIME ATTACK
READY
%dP lever_gacha
%dP MAP
FINAL LAP
TIME BONUS
LIVE BASE
LIVE STAR
CHARMING
BANANA ROAD
LOVELY
HEART RING
CLOCK TOWER
HILL
CANNON BALL
CIRCUIT
STARLIGHT
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WINSTAGE_2ND
WINSTAGE_3RD
WINSTAGE_4TH
WINSTAGE_5TH
WINSTAGE_6TH
WINSTAGE_7TH
WINSTAGE_8TH
>>>> STRINGDUMP OF >>>>>>>>>>>>> mkb2.rel_mini_billiards.rel <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<
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Error: A called an unlinked function.
Address: Back Chain LR Save
0x%08x: 0x%08x 0x%08x
mini_billiards.c
mode:%d
time:%d
Wall In:%d %d %d
In Out Over:%d %d %d %f %f
Out:%d %d %f %f
9h@?.G
same time %d
kado illigal.%d %f
old:%14.6e
Reverse kado %d
KADO illigal.%d %12.6e
KADO:%14.6e %14.6e %14.6e
coli illigal.%d %d
coli illigal.%d %d %f %f
Ball Calc Overflow.
%dh%dm%ds %dh%dm%ds
wins:
%3d
bace:
aces:
brun:
runo:
foul:
chng:
comb:
cano:
kiss:
drop:
shot:
2dtm:
2das:
9BALL
JPN9BALL
ROTATION
8BALL
1Player
2Players
Player %d
Char 1
Char 2
Char 3
Char 4
1 SET
3 SETS
5 SETS
ENDLESS
VERY EASY
EASY
NORMAL
HARD
VERY HARD
SINGLE
ALL
FOUL
REPLAY
COM FREE DROP
%dP FREE DROP
POCKET
COMBINATION SHOT
CANNON SHOT
KISS SHOT
Break Ace
%d/%d
Break & Run-out
9-ball Break
Shot
Foul
Combinations
Pocket Ratio
%d%%
%d SETS MATCH
COM BREAK SHOT
%dP BREAK SHOT
DRAW
SPECIAL MATCH
FIRST MATCH
SECOND MATCH
THIRD MATCH
FINAL MATCH
Eight-ball
JAPAN Nine-ball
US Nine-ball
Rotation
COM SHOT
%dP SHOT
BREAK ACE
BREAK AND RUN]OUT
COM:%2d/%2d
%dP:%2d/%2d
Break&Run-out
COM:%d/%d
%dP:%d/%d
Foul/Shot
COM:%3d%%
%dP:%3d%%
Combination Shot
COM:%3d
%dP:%3d
Cannon Shot
Kiss Shot
CALL SHOT
9BALL BREAK
Total Result
Win:
Lose:
Win Ratio:
1.000
.%03d
Japan9Ball:
%dPts
Pocket Ratio:
Break Ace:
Break and Run-out:
9-ball Break:
Foul/Shot:
Kiss Shot:
Cannon Shot:
Combination Shot:
Number of Pocket:
Play Time:
%dm %ds
%dh %dm
%dd %dh
Your LEVEL:
PRESS A BUTTON
Shoot the ball and get it as close as possible to the
cushion at your side. The player who gets the
closest can start the game.
Shoot toward the 1-ball.
Hit the smallest-numbered ball and pocket any ball.
You will win if you pocket the 9-ball.
You can place your ball wherever you like on the
table. Why don't you put it where you can easily hit
the smallest-numbered ball?
Shoot hard so that you can pocket many balls. On
the break shot, you won't lose if you pocket the 8-
ball.
Pocket any ball except the 8-ball.
If you pocket a ball between 1 and 7, your group
becomes Solids.
If you pocket a ball between 9 and 15, your group
becomes Stripes.
You will lose if you pocket the 8-ball.
Your group is Solids. You have to pocket balls
1-7. You will lose if you pocket the 8-ball.
Your group is Stripes. You have to pocket balls
9-15. You will lose if you pocket the 8-ball.
You can place your ball wherever you like in the
break area. Why don't you put it where you can
easily avoid the 8-ball?
You can place your ball wherever you like on the
table. Why don't you put it where you can easily
avoid the 8-ball?
You can place your ball wherever you like on the
table. Why don't you put it where you can easily hit
one of your balls?
You can place your ball wherever you like on the
table. You will win if you pocket the 8-ball. Why
don't you put it where you can easily pocket the 8-
ball?
You must decide which pocket to shoot the ball
into. You will win if you shoot the 8-ball into the
called pocket.
Hit the smallest-numbered ball and pocket balls.
You will get 1 point from each player if you
pocket the 3-, 5-, or 7-ball.
You will get 2 points from each player if you
pocket the 9-ball.
You will get double points if you score in the
side pockets.
If you can get your Cue Ball to stop in the break
area after sinking the 9-ball, you can break the
balls in the next game from that point.
Hit the smallest-numbered ball and pocket balls.
You will get the same points as the ball number you
pocket.
You will win if you score more than 60 points.
Encode Over.
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Standard
ndar
Bucket
Eimer
Seau
Cubo
Cestino
Baby split
Baby-Split
Petite s
paration
Mini divisi
Piccolo split
Fit split
Fit-Split
paration
quilibr
Divisi
n correcta
Split giusto
Clothesline
****
Wash out
Washout
Lessive
Fracaso
Ripulita
Christmas tree
Weihnachtsbaum
Sapin de No
rbol Navidad
Albero di natale
Double fit
Big three
e Drei
Grand trois
El gran tres
Il grande tre
Baby split with company
Light seven
Triangle
Move
Bewegen
Mover
Muovi
Select
Position
Change
View
Angle
Cancel
Power
Spin
Taste
Effet
Efecto
Effetto
Which will you challenge
Welches Muster spielst du
Lequel vas-tu jouer
l desafiar
Quale sfiderai
Number left
brig
Restantes
mero izq.
N. rimaste:
Pattern
Muster
Dispo.
Patr
schema
Patterns
Dispositions
Schema
Number of balls left
Zahl
briger Kugeln
Boules restantes
bolas restantes
N. palle rimaste
Number of patterns cleared
Abger
umte Muster
Nombre de dispo. r
ussies
de patrones superados
N. schemi superati
FALL OUT
STURZ
CHUTE
CADUTA
CLEAR[
GESCHAFFT[
USSI [
SPERADO[
SUPERATO[
TRY AGAIN
NOCH EINMAL
ESSAYE ENCORE
VUELVE A INTENTARLO
RIPROVA
STRIKE[[
STRIKE[
STRIKE [
PLENO[[
DOUBLE[[
DOPPEL[
DOUBLE [
DOBLE[[
DOPPIO[[
TURKEY[[
TURKEY[
TURKEY [
PLENO[[
TRIPLO[[
4TH STRIKE[[
4. STRIKE[
4E STRIKE
PLENO[[
STRIKE[[
5TH STRIKE[[
5. STRIKE[
5E STRIKE
PLENO[[
STRIKE[[
6TH STRIKE[[
6. STRIKE[
6E STRIKE
PLENO[[
STRIKE[[
7TH STRIKE[[
7. STRIKE[
7E STRIKE
PLENO[[
STRIKE[[
8TH STRIKE[[
8. STRIKE[
8E STRIKE
PLENO[[
STRIKE[[
9TH STRIKE[[
9. STRIKE[
9E STRIKE
PLENO[[
STRIKE[[
10TH STRIKE[[
10. STRIKE[
10E STRIKE
PLENO[[
STRIKE[[
11TH STRIKE[[
11. STRIKE[
11E STRIKE
PLENO[[
STRIKE[[
PERFECT[[
PERFEKT[
PARFAIT [[
PERFECTO[[
PERFETTO[[
PUNCH OUT[[
FERTIG[
PUNCH OUT [
PUNCH OUT[[
PUNCH OUT[
SPARE[
SPARE [
SEMI]PLENO[
MISS
DANEBEN
MANQU
FALLO
MANCATA
REPLAY
WIEDERH.
REPETIR
Now you can play level
MONKEY BOWLING 2
NORMAL MODE
CHALLENGE MODE
HERAUSF.-MODUS
MODE CHALLENGE
MODO DESAF
MOD. SFIDA
SPECIAL MODE
Normal
9 pins
Strike
LEVEL 1
LEVEL 2
LEVEL 3
RELOCATION BOWLING LOADED
RELOCATION BOWLING PURGED
Error: A called an unlinked function.
Address: Back Chain LR Save
0x%08x: 0x%08x 0x%08x
mini_bowling.c
%s%d%s
%s %d
STRIKE\
DOUBLE\
TURKEY\
4TH STRIKE\
5TH STRIKE\
6TH STRIKE\
7TH STRIKE\
8TH STRIKE\
9TH STRIKE\
10TH STRIKE\
11TH STRIKE\
12TH STRIKE\
13TH STRIKE\
14TH STRIKE\
15TH STRIKE\
16TH STRIKE\
17TH STRIKE\
18TH STRIKE\
19TH STRIKE\
PERFECT\
split "making it fit"
split "rail road"
split "cincinnati"
split "snake eye"
"baby split"
split "one in the dark"
split "dime store"
split "6-7"
split "christmas tree"
split "big three"
split "lily"
split "big four"
split "4-7-9-10"
split "big five"
split
%s%d
init
bmp_rnk.tpl
aiai_main.mta
meemee_main.mta
baby_main.mta
gongon_main.mta
bmp_sel2.tpl
bmp_how.tpl
bmp_nml.tpl
snd/mkb
sel.pool
sel.proj
sel.sdir
sel.samp
../..
P START
START
COMMENCE
INICIA
INIZIO
START
COMMENCE
EMPEZAR
INIZIO
%s%d%s
1 PIN
1 QUILLE
1 BOLO
1 BIRILLO
PINS
QUILLES
BOLOS
BIRILLI
RESULT
ERGEBNIS
SULTAT
RESULTADO
RISULTATO
GAME OVER
PARTIE TERMIN
FIN DEL JUEGO
FINE PARTITA
ALL CLEAR
ALLES ERL^
TOUT REUSSI
PLENO
VINTO TUTTO[
mini_bowling_stage.c
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Address: Back Chain LR Save
0x%08x: 0x%08x 0x%08x
mini_futsal.c
dribble
%5d %s %s
defense is base
player same team
goal_player:%d
goal_rob_id:%d
goal_hist_id:%d
hist_num:%d
%d %d %2x
debug replay:%4.2f
%d %s(%f)
%6.4f
%f %f %f
FIRST MATCH
SECOND MATCH
SEMIFINAL MATCH
FINAL MATCH
DEFE.
NORM.
OFFE.
EXHIBITION MATCH
PK BATTLE
HALF TIME
OVER TIME
GAME SET
TIME UP
V GOAL
GOLDEN GOAL
>>>> STRINGDUMP OF >>>>>>>>>>>>> mkb2.rel_sample.rel <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<
RELOCATION SAMPLE LOADED
RELOCATION SAMPLE PURGED
Error: A called an unlinked function.
Address: Back Chain LR Save
0x%08x: 0x%08x 0x%08x
rel_sample.c
SAMPLE: %d
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RELOCATION SEL_NGC LOADED
RELOCATION SEL_NGC PURGED
Error: A called an unlinked function.
Address: Back Chain LR Save
0x%08x: 0x%08x 0x%08x
sel_ngc_rel.c
/bcff0000/Please insert the controller(s).
/bcff0000/
/bcff0000/
/bcff0000/Please do not insert or disconnect the controller(s).
/bcff0000/
/bcff8000/Current Play Points : %d
/bcff8000/
/bcff8000/
### ERROR ###
mode_cnt is 0 at sel_ngc_reinit.
sel_mkb2_mem2.mode_cnt >= SEL_MKB2_MODE_STK_NUM
BE-EX
AD-EX
EX-EX
MA-EX
%d %s
RANDOM
Main Game
Make sure to guide the monkeys
in the balls to the goal
as quickly as possible!
Party Game
You can play /bcff8000/%d/bcffff00/ Party Games.
You still have locked Party Games.
Play more Story Mode or Challenge Mode!
/bcff8000/%d
R/bcffff00/
Options
You can change various settings.
/bcff8000/Now you have enough Play Points
to get a Party Game!
/bcff8000/
You can play /bcff8000/%d/bcffff00/ Party Games.
/bcff8000/%d
R/bcffff00/
MONKEY RACE 2
You can do a circuit race!
Roll the monkey balls
around at high speeds!
MONKEY FIGHT 2
1-4 players can play simultaneously!
You punch to knock your
opponents off the platforms!
MONKEY TARGET 2
1-4 players can play simultaneously!
Land right on the target!
MONKEY BILLIARDS 2
Play using the rules of
US Nine-Ball, JAPAN Nine-Ball,
Eight-Ball, or Rotation!
MONKEY BOWLING 2
Guide the ball down
the alley and knock over
as many pins as you can!
MONKEY GOLF 2
Play golf with Monkey Balls!
Get the best score!
MONKEY BOAT
Race with boats!
Row as fast as you can!
MONKEY SHOT
Targets appear one after another!
Shoot them with your gun!
MONKEY DOGFIGHT
1-4 players can play simultaneously!
Fly in the air and shoot
the other players!
MONKEY SOCCER
Play Soccer with a Monkey Ball!
Shoot it into the opponent's goal!
MONKEY BASEBALL
Play baseball with a Monkey Ball!
Hit the ball with your bat!
MONKEY TENNIS
Brandish your racket and hit
the ball into the opponent's court!
You can open Party Game!
You need /bcff8000/%d/bcffff00/ Play Points to
open one Party Game.
You cannot select this game yet.
You must get more Play Points
to unlock this game!
Replay
You can watch the replays
that have been saved to a Memory Card.
Gift
You can get various gifts
using your Play Points.
Play Points
Play Points information.
Ranking
You can view the score rankings.
Game Data
You can save/load or change
the Game Data settings.
Controller
Controller settings.
Game Screen
This is the game screen setting.
Sound
This is the sound setting.
You already have all the gifts.
1 player
You can play with up to %d players.
Du kannst mit bis zu %d Spielern spielen.
Vous pouvez jouer
%d joueurs.
Puedes jugar con hasta %d jugadores
Partita fino a %d giocatori.
2 players
3 players
4 players
You can play with up to %d players.
*You will receive Play Points.
Du kannst mit bis zu %d Spielern spielen.
* Es gibt Spielpunkte.
Vous pouvez jouer
%d joueurs.
*Des points de jeu sont attribu
Puedes jugar con hasta %d jugadores
*Recibir
s puntos juego.
Partita fino a %d giocatori.
*Riceverai punti gioco.
You can play with up to %d players.
*You will not receive Play Points.
Du kannst mit bis zu %d Spielern spielen.
* Es gibt keine Spielpunkte.
Vous pouvez jouer
%d joueurs.
*Des points de jeu ne sont pas attribu
Puedes jugar con hasta %d jugadores
*No recibir
s puntos*juego.
Partita fino a %d giocatori.
*Non riceverai punti gioco.
AIAI
Please select the character
you wish to use.
MEEMEE
BABY
GONGON
Please select the character
you wish to use.
/bcff8000/Gameplay will begin.
/bcff8000/
Please select a character
for the COM.
COM
Please select the character
you wish to use and select
a character for the COM.
COM
Normal Type : With moderate power and curve,
you can have a well-balanced hook ball.
Select a character. /bcff8000/Gameplay will begin.
B/bcff8000/
Curve Type : With less power but good spin,
you can have a powerful curve ball.
Select a character. /bcff8000/Gameplay will begin.
B/bcff8000/
Easy-to-target Type : With less power and
less spin, the direction gauge moves slowly.
Select a character. /bcff8000/Gameplay will begin.
B/bcff8000/
Power Type : With strong power but less
spin, you can have a strong, fast ball.
Select a character. /bcff8000/Gameplay will begin.
B/bcff8000/
Normal Type : With moderate power and curve,
you can have a well-balanced hook ball.
Please select a character.
Curve Type : With less power but good spin,
you can have a powerful curve ball.
Please select a character.
Easy-to-target Type : With less power and
less spin, the direction gauge moves slowly.
Please select a character.
Power Type : With strong power but less
spin, you can have a strong, fast ball.
Please select a character.
Story Mode
This mode is only for 1 player. The next world
will be available if you clear 10 stages.
*You will receive Play Points. /bcff8000/Gameplay will begin.
B/bcff8000/
Challenge Mode
You can play up to 4 players by taking turns!
If you play single player and collect Play Points,
you will be able to open Party Games.
Practice Mode
This mode is only for 1 player.
You can play all the stages that you've played
before and practice as much as you want.
You can take turns with up to
four players and see how fast
you can each reach the goal!
You haven't played any
stages in Story Mode or
Challenge Mode to practice on.
Please select a level of difficulty.
/bcff8000/Gameplay will begin.
/bcff8000/
Please select a level of difficulty.
Please select a stage to
/bcff8000/start the game.
/bcff8000/
Please select a stage.
You haven't played this stage
in Story Mode to practice on.
Please select a stage.
You haven't played this stage
in Challenge Mode to practice on.
Please select a world.
Please select a world.
You haven't played this world
in Story Mode to practice on.
Please select a level.
Please select a level.
You haven't played this level
in Challenge Mode to practice on.
Monkeys
You can set the number of monkeys
that you start out with.
Game Start
/bcff8000/Gameplay will begin.
/bcff8000/
One Course Race
1-4 players can play simultaneously!
Choose any course and race!
Grand Prix
1-4 players can play simultaneously.
Race all the courses to collect points.
The player with the most points wins!
Time Attack
This is for 1 player only.
Choose any course and
race to get the best time!
Charming Banana Road
` Charming Banana Road
/bc80ff80/Beginner Courses/bcffff00/ / Length:815m
Please select a course.
/bc80ff80/
X/bcffff00/
Lovely Heart Ring
` Lovely Heart Ring
/bc80ff80/Beginner Courses/bcffff00/ / Length:672m
Please select a course.
/bc80ff80/
X/bcffff00/
Clock Tower Hill
` Clock Tower Hill
/bc8080ff/Advanced Courses/bcffff00/ / Length:938m
Please select a course.
/bc8080ff/
X/bcffff00/
Cannon Ball Circuit
` Cannon Ball Circuit
/bc8080ff/Advanced Courses/bcffff00/ / Length:1317m
Please select a course.
/bc8080ff/
X/bcffff00/
Submarine Street
` Submarine Street
/bcff8080/Expert Courses/bcffff00/ / Length:1383m
Please select a course.
/bcff8080/
X/bcffff00/
Starlight Highway
` Starlight Highway
/bcff8080/Expert Courses/bcffff00/ / Length:2168m
Please select a course.
/bcff8080/
X/bcffff00/
` Charming Banana Road
Beginner Courses / Laps: 5
/bcff8000/Select a course to start the game.
/bcff8000/
` Lovely Heart Ring
Beginner Courses / Laps: 5
/bcff8000/Select a course to start the game.
/bcff8000/
` Clock Tower Hill
Advanced Courses / Laps: 4
/bcff8000/Select a course to start the game.
/bcff8000/
` Cannon Ball Circuit
Advanced Courses / Laps: 3
/bcff8000/Select a course to start the game.
/bcff8000/
` Submarine Street
Expert Courses / Laps: 2
/bcff8000/Select a course to start the game.
/bcff8000/
` Starlight Highway
Expert Courses / Laps: 2
/bcff8000/Select a course to start the game.
/bcff8000/
Number of laps
Number of times the players
must go around the track.
Allows COM players to participate.
*Will become a %d player game. All empty
positions will be filled with COM players.
ACOM
Handicap
Slightly increases the speed
of player(s) who are behind.
Items
Allows players to use items.
COM players will always participate
in 1 player games. This will
automatically be a %d-player game.
COM is not available
for the 4-player mode.
Normal Mode
Knock your opponents off
until time runs out! The player
with the highest score wins.
Survival Mode
Battle to survive on
a crumbling stage!
Select how many wins
are necessary to win.
stage 1
` Square Jungle Ring
Knock your opponents out to get
them to drop down the waterfall!
` Exciting Puzzle Ring
Enjoy knocking each
other off the edge!
` Amazing Flower Ring
Who is going to
fall like petals?!
Handicap 1P
v 1P
You can create point differences when you
knock your opponents out by setting the Handicap.
Weaker players should be set to a bigger Handicap.
Handicap 2P
v 2P
Handicap 3P
v 3P
Handicap 4P
v 4P
Number of rounds
Select the number of rounds you wish to play.
Number of balls
You can set how many balls to use,
from 1 or 5 balls simultaneously.
*Rankings included.
Allows players to use items
besides Banana and Banana Bunch.
You can set how many balls to use,
only one ball or two balls simultaneously.
* No rankings.
Each player uses 1 ball
when 3 or 4 people are playing.
* No rankings.
Vs. Mode
Play taking turns.
For single player mode,
you can play against the COM!
Tournament Mode
For 1 player only. Battle
against 4 COM players and see how
long you can battle it out!
US Nine-ball
Up to two players can play at once.
You will use 9 balls.
Try to pocket the 9-ball.
JPN Nine-ball
Up to four players can play
at once. You will use 9 balls.
Get as many points as you can!
Rotation
Up to two players can play at
once. You will use 15 balls. Try
to get as many points as you can!
Eight-ball
Up to two players can play at
once. You will use 15 balls. Pocket
the 8-ball after you sink your group.
Advice
You can get advice for key situations.
Number of sets
Select the number of
sets you wish to play.
COM level
Sets the COM difficulty level.
1 is easiest, 5 is the most difficult.
Up to 4 players can play taking turns!
Bowl for 10 frames and add up the scores!
The player with the highest score wins!
Special Mode
Up to 4 players can play taking
turns. Bowl on crazy shaped lanes!
For 1 player only. Throw the ball
down the alley and knock over
as many pins as you can!
Normal Rule
Throw the ball with the right angle,
strength, and spin to knock over all the pins!
Your score will be totaled up from 10 frames!
I 10
9 pins Rule
You will play with 9 pins.
The missing pin will be counted as
you knock down the set and score.
Strike Rule
Throw the ball at the right angle, strength,
and spin to knock over all the pins!
Your score will be totaled up after 20 throws!
I 20
LEVEL 1
Please select a level. The more
points you have, the higher the lane
modification will be. /bcff8000/Gameplay will begin.
/bcff8000/
LEVEL 2
LEVEL 3
You can choose only level 1.
If you get more than 120 points,
you can play level 2.
Please select a level.
If you get more than 120 points
in level 2, you can play level 3.
120
Stroke Play
Up to 4 players can play
taking turns! Play on the Golf
course and get the best total score!
Match Play
Play a 2 player game! The person
to get the balls in the holes with
the least number of strokes wins!
Number of holes
Sets the number of holes to play.
A full round is 18 holes.
*Rankings included.
h 18
Sets the number of holes to play.
Will play the outer 9 holes.
* No rankings.
Sets the number of holes to play.
Will play the inner 9 holes.
* No rankings.
1-4 players can play simultaneously!
Choose any one course and race!
This is for 1 player only.
Choose any course you want and
try to get the best time!
Beginner
` Flower Garden Side
/bc80ff80/Beginner Course/bcffff00/ / Length:361m
Please select a course.
/bc80ff80/
X/bcffff00/
Advanced
` Woody Arch River
/bc8080ff/Advanced Course/bcffff00/ / Length:732m
Please select a course.
/bc8080ff/
X/bcffff00/
Expert
` Water Dragon Route
/bcff8080/Expert Course/bcffff00/ / Length:1,422m
Please select a course.
/bcff8080/
X/bcffff00/
` Flower Garden Side
/bc80ff80/Beginner Course/bcffff00/ / Laps: 4
/bcff8000/Select a course to start the game.
/bc80ff80/
X/bcffff00/
/bcff8000/
` Woody Arch River
/bc8080ff/Advanced Course/bcffff00/ / Laps: 2
/bcff8000/Select a course to start the game.
/bc8080ff/
X/bcffff00/
/bcff8000/
` Water Dragon Route
/bcff8080/Expert Course/bcffff00/ / Laps: 1
/bcff8000/Select a course to start the game.
/bcff8080/
X/bcffff00/
/bcff8000/
This is not a round course.
You can't change the laps.
Please select a stage. Shoot the
enemies and go forward. You will complete
the stages if you beat the Boss.
You can only select the Beginner stage.
If you beat the Boss and complete the stage,
you will be able to go to the Advanced stage.
Please select a stage. If you
complete the Advanced stage, you will
be able to go the Expert stage.
Auto Reload
Will automatically reload when
it runs out of bullets.
Auto Reload 1P
h 1P
Auto Reload 2P
h 2P
Auto Reload 3P
h 3P
Auto Reload 4P
h 4P
Fight till time runs out!
The player with the
highest score wins!
Fly in the air and
fight to survive!
Stage1
` Turtle Island
Huge turtle is floating on the sea.
Please select a stage.
Stage2
` Mid-air Battle Field
Battle above the clouds!
Please select a stage.
Stage3
` Space Monkey Wars
Fight in the space base!
Please select a stage.
Time Limit
Will set playing time.
Exhibition Mode
1-2 players can play simultaneously!
For single player mode,
you can play against the COM!
For 1 player only. Battle
against 4 COM teams and see how long
you can battle it out!
PK Mode
Up to two players can play at once.
Play a PK game. For single player mode,
you can play against the COM!
Normal
Please select the team
you wish to use.
Offensive
Defensive
This team has a balanced Defense
and Offense, and is easy to use.
Select a team.
This team has BABY who is good
at ball handling, so it's easier
to score. Select a team.
This team has GONGON who is good
at tackling in back, so it's easy
to protect your goal. Select a team.
This team's offense and defense abilities
are not good. It has a unique formation,
making it hard to deal with. Select a team.
Please select a team
for the COM.
COM
Please select the team
you wish to use.
/bcff8000/Gameplay will begin.
/bcff8000/
Please select a team
for the COM.
/bcff8000/Gameplay will begin.
COM
/bcff8000/
You can set to have PK
when you tie the game.
Com level
Up to two players can play at once.
For single player mode,
you can play against the COM!
In 1 player mode, you play
against the COM. Play with your
four rival teams one by one!
Team AIAI
Team MEEMEE
Team BABY
Team GONGON
Banana
Stadium
` Banana Stadium
You can set a stadium to play.
This is a small field without a roof.
Monkey
Dome
` Monkey Dome
You can set a stadium to play.
This is a large field with a dome.
Random
` Random
` The stadium will randomly be
selected. Either Banana Stadium or Monkey
Dome will be chosen automatically.
Bat first
Please select which team
will bat first.
Number of innings
You can set how many innings to play.
10-Run Mercy Rule
When the difference between
the scores is more than 10 at the end
of the inning, the game will end.
Singles Mode
Up to two players can play
at once. In 1P Singles, you
play against the COM.
Doubles Mode
Up to four players can play
at once. COM character will fill
up any empty positions.
Single player mode.
Play 4 games in a row against the COM.
For one player only.
E2P VS COM
ECOM
E2P
COM
ECOM
Select pair. With 1P+2P vs COM+COM,
your friend will pair up with you.
ECOM VS 2P
ECOM
ECOM
ECOM
Select pair. With 1P+COM vs 2P+COM,
your friend will pair up with the COM.
ECOM VS 2P
ECOM
Select pair. With 1P+COM vs 2P+3P.
you will be divided into two pairs.
ECOM
E3P
E2P VS 3P
ECOM
E2P
ECOM
Select pair. With 1P+2P vs 3P+COM.
you will be divided into two pairs.
E2P
ECOM
E3P VS 2P
ECOM
E3P
ECOM
Select pair. With 1P+3P vs 2P+COM.
you will be divided into two pairs.
E3P
ECOM
E2P VS 3P
E2P
Select pair. With 1P+2P vs 3P+4P.
you will be divided into two pairs.
E2P
E4P
E3P VS 2P
E3P
Select pair. With 1P+3P vs 2P+4P.
you will be divided into two pairs.
E3P
E4P
E4P VS 2P
E4P
Select pair. With 1P+4P vs 2P+3P.
you will be divided into two pairs.
E4P
E3P
` MONKEY JUNGLE COURT
SURFACE : CLAY BOUNCE : MEDIUM
SPEED : SLOW
` KINGDOM STADIUM COURT
SURFACE : GRASS BOUNCE : LOW
SPEED : FAST
` PARADISE STREET COURT
SURFACE : HARD BOUNCE : HIGH
SPEED : NORMAL
Number of games
Set how many games
it takes to win.
Tie Break
If both players win the set
number of games, they can play
one more to break the tie.
Mode Select
Main Game Select
Party Game Select
Number of Players
Character Select
Level Select
Stage Select
Gameplay Settings
Course Select
Number of win(s) Select
Rule Select
Formation Select
Team Select
Pair Select
Court Select
Controllers
Screen
Stadium Select
sel2_kiwaku_title
title_str
sel2_kiwaku_info
info_str
start mask %d
menu_basic %d
menu_basic_stack %d
menu_basic_title
button
chara_sel
game_setting_waku
prac_stage
fight_stage
boat_course
hBBBBB
BtBB
((Cd
9RRd
AIAI
MEEMEE
BABY
GONGON
Story
Challenge
Mode
...
to change mode.
...
World
` %s
Select a stage for
the battle here.
When you finish 3 stages, you
will go back to the 1st stage.
The stream is mild
in this course.
Easy to paddle.
Race under the wooden arch.
The stream is a
little rough.
This is a straight course with
a swift current. The
goal appears right
after the tunnel.
Lesson
Tutorial
Tut.
Lezione
Select
hlen
Elegir
Scegli
Cancel
Abbrechen
Annul.
Cancelar
Annulla
preview/replist160x112.tpl
prac_stage prev
prac_stage prev mask
preview/fight160x112.tpl
fight_stage %d
fight_stage %d waku
fight_stage stock %d
dogfight
baseball
tennis
preview/%s160x112.tpl
simple prev %d
snd/mkb/race.pool
snd/mkb/race.proj
snd/mkb/race.sdir
snd/mkb/race.samp
init/m_race.tpl
init/m_race.gma
bmp/bmp_rac.tpl
ape/aiai_race.mta
ape/aiai_face.mta
ape/aiai_hand.mta
ape/aiai_common.mal
ape/aiai_race.mal
ape/aiai_sl.tpl
ape/aiai_sl.gma
ape/aiai_rep.tpl
ape/meemee_race.mta
ape/meemee_face.mta
ape/meemee_hand.mta
ape/meemee_common.mal
ape/meemee_race.mal
ape/meemee_sl.tpl
ape/meemee_sl.gma
ape/meemee_rep.tpl
ape/baby_race.mta
ape/baby_face.mta
ape/baby_hand.mta
ape/baby_common.mal
ape/baby_race.mal
ape/baby_sl.tpl
ape/baby_sl.gma
ape/baby_rep.tpl
ape/gongon_race.mta
ape/gongon_face.mta
ape/gongon_hand.mta
ape/gongon_common.mal
ape/gongon_race.mal
ape/gongon_sl.tpl
ape/gongon_sl.gma
ape/gongon_rep.tpl
bmp/bmp_nml.tpl
bmp/bmp_fgt2.tpl
init/m_fight2.tpl
init/m_fight2.gma
snd/mkb/fight.pool
snd/mkb/fight.proj
snd/mkb/fight.sdir
snd/mkb/fight.samp
ape/aiai_main.mal
ape/aiai_l.tpl
ape/aiai_l.gma
ape/meemee_main.mal
ape/meemee_l.tpl
ape/meemee_l.gma
ape/baby_main.mal
ape/baby_l.tpl
ape/baby_l.gma
ape/gongon_main.mal
ape/gongon_l.tpl
ape/gongon_l.gma
stage/STAGE155.lz
stage/st155.tpl
stage/st155.gma
bg/bg_tar2.tpl
bg/bg_tar2.gma
mkb2.pilot2.rel
snd/mkb/target.pool
snd/mkb/target.proj
snd/mkb/target.sdir
snd/mkb/target.samp
bmp/bmp_tgt.tpl
init/m_tar2.tpl
init/m_tar2.gma
ape/aiai_pilot.mta
ape/aiai_pilot.mal
ape/meemee_pilot.mta
ape/meemee_pilot.mal
ape/baby_pilot.mta
ape/baby_pilot.mal
ape/gongon_pilot.mta
ape/gongon_pilot.mal
snd/mkb/bil.pool
snd/mkb/bil.proj
snd/mkb/bil.sdir
snd/mkb/bil.samp
bmp/bmp_bil.tpl
init/m_bill2.tpl
init/m_bill2.gma
ape/aiai_bill.mta
ape/aiai_bill.mal
ape/meemee_bill.mta
ape/meemee_bill.mal
ape/baby_bill.mta
ape/baby_bill.mal
ape/gongon_bill.mta
ape/gongon_bill.mal
ape/aiai_sh.tpl
ape/aiai_sh.gma
snd/mkb/bowl.pool
snd/mkb/bowl.proj
snd/mkb/bowl.sdir
snd/mkb/bowl.samp
init/m_bowl2.tpl
init/m_bowl2.gma
bmp/bmp_bwl.tpl
ape/aiai_bowl.mta
ape/aiai_bowl.mal
ape/aiai_h.tpl
ape/aiai_h.gma
ape/meemee_bowl.mta
ape/meemee_bowl.mal
ape/meemee_h.tpl
ape/meemee_h.gma
ape/baby_bowl.mta
ape/baby_bowl.mal
ape/baby_h.tpl
ape/baby_h.gma
ape/gongon_bowl.mta
ape/gongon_bowl.mal
ape/gongon_h.tpl
ape/gongon_h.gma
snd/mkb/golf.pool
snd/mkb/golf.proj
snd/mkb/golf.sdir
snd/mkb/golf.samp
init/m_golf.tpl
init/m_golf.gma
bmp/bmp_glf2.tpl
stage/STAGE170.lz
stage/st170.tpl
stage/st170.gma
snd/mkb/boat.pool
snd/mkb/boat.proj
snd/mkb/boat.sdir
snd/mkb/boat.samp
init/m_boa2.tpl
init/m_boa2.gma
bmp/bmp_boa.tpl
ape/aiai_boat.mta
ape/aiai_boat.mal
ape/aiai_sm.tpl
ape/aiai_sm.gma
ape/meemee_boat.mta
ape/meemee_boat.mal
ape/meemee_sm.tpl
ape/meemee_sm.gma
ape/baby_boat.mta
ape/baby_boat.mal
ape/gongon_boat.mta
ape/gongon_boat.mal
snd/mkb/gun.pool
snd/mkb/gun.proj
snd/mkb/gun.sdir
snd/mkb/gun.samp
init/efcmdl.tpl
init/efcmdl.gma
ape/aiai_guns.mta
ape/aiai_guns.mal
ape/meemee_guns.mta
ape/meemee_guns.mal
ape/baby_guns.mta
ape/baby_guns.mal
ape/gongon_guns.mta
ape/gongon_guns.mal
bmp/bmp_gun2.tpl
ape/aiai_m.tpl
ape/aiai_m.gma
ape/meemee_m.tpl
ape/meemee_m.gma
ape/baby_m.tpl
ape/baby_m.gma
ape/gongon_m.tpl
ape/gongon_m.gma
snd/mkb/dog.pool
snd/mkb/dog.proj
snd/mkb/dog.sdir
snd/mkb/dog.samp
ape/aiai_dogf.mta
ape/aiai_dogf.mal
ape/meemee_dogf.mta
ape/meemee_dogf.mal
ape/baby_dogf.mta
ape/baby_dogf.mal
ape/gongon_dogf.mta
ape/gongon_dogf.mal
bmp/bmp_dog2.tpl
init/m_dog2.tpl
init/m_dog2.gma
snd/mkb/futsal.pool
snd/mkb/futsal.proj
snd/mkb/futsal.sdir
snd/mkb/futsal.samp
init/m_fut2.tpl
init/m_fut2.gma
bmp/bmp_fut2.tpl
ape/aiai_futsal.mta
ape/aiai_futsal.mal
ape/meemee_futsal.mta
ape/meemee_futsal.mal
ape/baby_futsal.mta
ape/baby_futsal.mal
ape/gongon_futsal.mta
ape/gongon_futsal.mal
mkb2.baseball.rel
snd/mkbbball.pool
snd/mkbbball.proj
snd/mkbbball.samp
snd/mkbbball.sdir
stage/mdl_banana_st.tpl
stage/mdl_banana_st.gma
stage/bball_obj.tpl
stage/bball_obj.gma
bmp/bmp_bbl.tpl
tennis/bt_effect.tpl
tennis/bt_effect.gma
ape/aiai_bball.mta
ape/aiai_bball.mal
ape/meemee_bball.mta
ape/meemee_bball.mal
ape/baby_bball.mta
ape/baby_bball.mal
ape/gongon_bball.mta
ape/gongon_bball.mal
tennis/mdl_tennis.tpl
tennis/mdl_tennis.gma
ape/aiai_tennis.mta
ape/aiai_tennis.mal
ape/meemee_tennis.mta
ape/meemee_tennis.mal
ape/baby_tennis.mta
ape/baby_tennis.mal
ape/gongon_tennis.mta
ape/gongon_tennis.mal
bmp/bmp_tennis.tpl
Load
Save
Autosave
Load -debug data-
Merge -debug data-
Save -debug data-
Success rate disp
This will load previously
saved Game Data.
This will save the current
Game Data.
Will automatically save
your Game Data.
This will load previously
saved Debug Data.
This will merge
previously saved Debug Data
and the current Debug Data.
This will save the current
Debug Data.
You can view the main game clear rate
WORLD1
WORLD2
WORLD3
WORLD4
WORLD5
WORLD6
WORLD7
WORLD8
WORLD9
WORLD10
BEGINNER
BE EX
ADVANCED
BE AD
EXPERT
EX EX
MASTER
EX MA
LINEAR
<ON>
<OFF>
%3d:%3.0f%%
%3d:%4d
RATE
PLAYED
FAILED
CLEARED
gamedata
result_code: %d
TV monitor
4:3 Normal
(4:3)
16:9 Wide
h(16:9)
Letterbox
Please select a ratio.
Split Screen
Allows you to choose the game screen
layout for 3 player simultaneous games.
1 player wide
2 player wide
3 player wide
LIVE
<%s>
screen
Control Stick adjustment
Rumble Feature
Allows you to adjust
the Control Stick.
You can adjust the Rumble
Feature settings.
Controller
Please move the Control Sticks
for all the connected Controllers around.
When you are finished, press
Have you finished adjusting?
The current settings will
be used from now on.
Please press any button.
The current settings
will not be used.
Please press any button.
Adjustments not completed.
Please move the Control Stick
for all connected Controllers.
No Controller
connected
Adjust the Rumble Feature settings
for Controller %d.
Block
Bloc
Bloque
Blocco
Blocks
Blocs
Bloques
Blocchi
%s%d
m
controllers
controller waku
Main Game
Party Game
The Main Game Story Mode
and Challenge Mode rankings.
The Party Games rankings.
ranking
sound
Sound Setting
Mono
Stereo
This is the speaker setting.
Delete
schen
Effacer
Borrar
Elimina
Are you sure?
Sicher?
Tu es s
s seguro?
Sei sicuro?
replay
preview/replist400x112.tpl
-----
1 %s
%2d %s
EXPERT
MASTER
BEGINNER EXTRA
ADVANCED EXTRA
EXPERT EXTRA
MASTER EXTRA
WORLD
%s %d-%d
%s %d
%2d/%2d/%d %02d:%02d
STAGE
DATE
TIME
MONKEY
Number of current Play Points
Zahl der Spielpunkte
Nombre actuel de Pts jeux
actual de puntos juego
Punti gioco attuali
Points needed to get the next Party Game
Unlocked Party Games
You don't have enough Play Points to get a gift.
You have enough Play Points to get a gift!
Newest Play Point record
Highest Play Points record
You still have locked Party Games.
Play more Story Mode
or Challenge Mode!
Now you have enough Play Points
to get a Party Game!
You don't have enough Play Points
to get a gift. Play more Story Mode
or Challenge Mode!
You have enough Play Points
to get a gift! Check the
Gifts in the Options Menu!
You've unlocked everything!
Now, you can try to set the
high score for the most Play Points!
playpoint
Monkeys
%dpts
Movie %dpts
Staff Credit
Game %dpts
%dpts
[ %dpts
%dpts
Monkeys
Movie
Staff Credit
Game
You can add monkeys to your
starting life in Challenge Mode.
You don't have enough Play Points.
You can get a movie which
you have seen in the game.
You can get the Staff
Credit Game from Main Game.
You don't have enough Play Points.
Please press
to add
a monkey. A monkey costs you
/bcff8000/%d/bcffff00/ Play Points.
Please press
to get
a movie. A movie costs you
/bcff8000/%d/bcffff00/ Play Points.
Please press
to get the
Staff Credit Game. The Staff Credit
Game costs /bcff8000/%d/bcffff00/ Play Points
/bcff8000/%d/bcffff00/
/bcff8000/%d/bcffff00/
/bcff8000/%d/bcffff00/
You cannot add any more monkeys.
You already have all the movies.
You can play the Staff Credit Game
from Main Game. Please press
/bcff8000/start the Staff Credit Game.
/bcff8000/
You can get a movie which
you have seen in the game.
You don't have enough Play Points.
You can't get the movie
because you haven't seen it.
Please press
/bcff8000/see this movie.
/bcffff00/Press
to stop.
A/bcff8000/
/bcffff00/
omake
Prologue
Scene 1
Scene 2
Scene 3
Scene 4
Scene 5
Scene 6
Scene 7
Scene 8
Scene 9
Scene 10
Epilogue
x %d
` %s
Q ^
>>>> STRINGDUMP OF >>>>>>>>>>>>> mkb2.sel_stage.rel <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<
Error: A called an unlinked function.
Address: Back Chain LR Save
0x%08x: 0x%08x 0x%08x
sel_stage_rel.c
SELECT A STAGE
STORY
STAGE %d %s
WORLD %d-%d
[%s]
LIB. %d
EXTRA MASTER EXTRA
STAGE %d
LIB. %d
EXTRA MASTER
STAGE %d
LIB. %d
EXTRA
STAGE %d
LIB. %d
STAGE %d
LIB. %d
>>>> STRINGDUMP OF >>>>>>>>>>>>> mkb2.shooting.rel <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<
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SPD_BASE
SPD_BODY
SPD_HEAD
SPD_MOMO
SPD_SUNE
SPD_FEET
?fff
?fff
SHOOTING_INIT_FIRST
SHOOTING_INIT
SHOOTING_INIT_ALL
SHOOTING_PERF
SHOOTING_PERF2
SHOOTING_START
SHOOTING_SHOOT
SHOOTING_GOAL
SHOOTING_LOSE
SHOOTING_RESULT
SHOOTING_RESULT2
SHOOTING_COMMEND
SHOOTING_RANKING
SHOOTING_BOSS
[SUPER MONKEY SHOOTING DX] LOADED
[SUPER MONKEY SHOOTING DX] PURGED
Error: A called an unlinked function.
Address: Back Chain LR Save
0x%08x: 0x%08x 0x%08x
shooting_mode.c
MAIN
%s[%3d]
rank out:%d hp:%d
rank in:%d hp:%d
entry_end
SPD_BASE
SPD_BODY
SPD_HEAD
SPD_MOMO
SPD_SUNE
SPD_FEET
?fff
?fff
f^?@dw?@dw
[Ap@
FLEO_TAIL_BLINK
SHOT(S)
HIT(S)
ACCURACY RATE
MAX COMBO
ENEMY POINT(S)
BOSS POINT(S)
COMBO POINT(S)
TOTAL POINT(S)
?333
?333
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MONKEY SHOT
-BEGINNER STAGE-
-ADVANCED STAGE-
-EXPERT STAGE-
%6d%
%dHIT BONUS!!
+%d
?fff?
shooting_disp.c
error: over_heap_tex_buff
CAMS_SHOOTING_PERF
CAMS_SHOOTING_PERF2
CAMS_SHOOTING_RESULT
CAMS_SHOOTING_FIX
CAMS_SHOOTING_START
CAMS_SHOOTING_PATH
CAMS_SHOOTING_GOAL
CAMS_SHOOTING_LOSE
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CAMS_SHOOTING_ENEMY_HIT
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CAMERA%d
BLMS_SHOOTING_PERF
BLMS_SHOOTING_PERF2
BLMS_SHOOTING_RESULT
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BLMS_SHOOTING_INVISIBLE
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flower item
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TGTM_SHOOTING_FALL
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TGTM_SHOOTING_ALIEN
TGTM_SHOOTING_BALLOON
TGTM_SHOOTING_BULLET
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TGTM_SHOOTING_EBINA
TGTM_SHOOTING_TATUNO
TGTM_SHOOTING_JECCHUU
TGTM_SHOOTING_CHOPPER
TGTM_SHOOTING_DOM
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[ create ] UFO
[ create ] FUGUTA
[ create ] EBINA
[ create ] TATUNO
[ create ] JECCHUU
[ create ] CHOPPER
[ create ] KABTORA
shooting_target.c
Not enough dom...
[ create ] DOM
[ create ] STOP WATCH
[ create ] ADD BULLET
[ create ] FIX
[ create ] JAR
[ create ] Balloon
[ create ] alien
[ create ] fall
[ create ] fall2
[ create ] fall3
Warning!! null pointer
perfect_hit
DOM_JUST_DEAD
item get!! %d
cannot alloc item
EFCS_SHOOTING_CALC
EFCS_SHOOTING_DISP
constructor
destructor
shooting_effect.c
Cannot allocate memory... effect
?s33?fff?Y
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@CHARGE!
PRESS!!
/cd839f/
/cd819a/
STAGE CLEAR
GAME OVER
-Beginner Stage-
-Advanced Stage-
-Expert Stage-
JUNGLE WARS
OCEAN ATTACK
PLANET MONKEYS
-------------
SPD_BASE
SPD_BODY
SPD_HEAD
SPD_MOMO
SPD_SUNE
SPD_FEET
?fff
?fff
kumo.skl
kumo_test.mta
tako.skl
tako_test.mta
lion.skl
lion_test.mta
dom.skl
dom.mta
shooting_motion.c
[ alloc ] dom[%d]
[ free ] dom[%d]
kumo_h.tpl
kumo_h.gma
lion_h.tpl
lion_h.gma
No motion file
SPD_BASE
SPD_BODY
SPD_HEAD
SPD_MOMO
SPD_SUNE
SPD_FEET
?fff
?fff
KUMO_BLINK
KUMO_WALK
KUMO_BACK_WALK
KUMO_EXPAND
KUMO_JUMP
KUMO_DEAD
LEO_DEAD
TAKO_STRETCH
KUMO_DEAD_BLINK
LEO_DEAD_BLINK
LEO_TAIL_BLINK
LEO_DAMAGE
LEO_CLOSE
LEO_CLOSE_BLINK
LEO_OPEN
TAKO_IN
TAKO_1_OUT
TAKO_1_BLINK
TAKO_1_SHOT_A
TAKO_1_SHOT_B
TAKO_1_SHOT_C
TAKO_1_SHOT_D
TAKO_1_SHOT_E
TAKO_1_SHOT_F
TAKO_1_SHOT_G
TAKO_1_SHOT_H
TAKO_4_BLINK
TAKO_4_SHOOT_EVEN
TAKO_4_SHOOT_ODD
TAKO_4_OUT
TAKO_3_OUT
TAKO_3_BLINK
TAKO_5_SWIM
shooting_boss.c
coli num over
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RELOCATION ASPECT1 LOADED [tennis]
RELOCATION ASPECT1 PURGED
Error: A called an unlinked function.
Address: Back Chain LR Save
aspect1.c
tn_init.c
##############################
[ERROR ASPECT1 tennis] enough memory!
mdl_map_c.tpl
mdl_map_c.gma
mdl_map_g.tpl
mdl_map_g.gma
mdl_map_h.tpl
mdl_map_h.gma
mdl_tennis.tpl
mdl_tennis.gma
/tennis
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tn_etc.c
##############################
[ERROR ASPECT1 tennis] enough memory (replay)!
] [B@
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/tennis
tns_main_int
tns_main_int
@tns_main
0%Ptns_op_int
SPtns_op
htns_n1_a
tns_n1_b
tns_n2_a
tns_n2_b
tennis
!!!!!!!!!! Get Sprite Work ERROR !!!!!!!!!!
/snd/adp/%s.adp
BGM Length 0x%x
Stream Length 0x%x
Stream Length 0x%x
snd/mkb
%s.pool
%s.proj
%s.samp
%s.sdir
how to
Monkey Baseball controls
Exhibition Mode Rules
Tournament Mode Rules
About the Wheel (Part1)
About the Wheel (Part2)
Monkey Tennis Controls
Singles Mode Rules
Doubles Mode Rules
START/PAUSE
Pause Menu
Pausenmen
Menu pause
Pausa
Menu pausa
/bcff0000/
/bcff0000/
/bcff0000/
Control Stick
/bcff0000/Before throwing
/bcff0000/the ball
Position change
/bcff0000/After throwing
-Pitch ball-
Push up for Slow ball
Push down for
Speed ball
Push right or left for
Direction controls
/bcff0000/After the ball
/bcff0000/gets hit
-Defense side-
Change Defense
position to
catch the ball
/bcff0000/
/bcff0000/
A Button
/bcff0000/Pitcher
Throw the ball.
/bcff0000/Batter
Hit the ball.
/bcff0000/
L,R Button
/bcff0000/Pitcher Side
Change your defense position
Character
movement
Hit the ball in
the direction
you press the
Control Stick.
Top Spin
(Fast and High)
B Button
Slice Spin
(Slow and Low)
X Button
Y Button
View score
"(*+
#"$%&,
The pitcher should perform a nice roll so the
batter doesn't make a hit or a homer!
Batter must swing at the right time to hit the
ball! Hit the rolling ball!
If the ball falls into one base, two base, or three base
pockets, the next batter is up!
If the ball hits the jump board, it will jump to the
stands and become a homerun!
If the ball falls into the Out pocket or is caught by
the other team, it is Out. After 3 Outs your turn is over.
Spin the wheel each inning. Depending on what number you get,
the position of the pockets and the jump boards change.
Normal Shift:
A basic shift occurs when the wheel stops at the No-symbol outcome.
Homerun Shift:
All jump boards appear, and all pockets become Out pockets.
Right Shift:
Hit pockets move to the right side.
Left Shift:
Hit pockets move to the left side.
Hit Shift:
All pockets become One Base hits.
Center Shift:
Hit pockets move to the center.
Half Out:
Half of the pockets become Out pockets.
Lucky Seven:
On the seventh match, Non-symbol outcomes become lucky zones.
Points are named 15,30,40. The Player who
gets 4 points first wins the game.
If the score is tied at 3 points, a Deuce occurs.
You continue to play until the difference is 2.
The player who wins the determined number of
games wins the set.
The first player to win the majority of the
determined number of sets wins the match.
You can smash if you hit the ball just on the Smash
Mark which appears on the ground!
pages
Back
Retour
Indietro
Next
Weiter
Suiv.
Sig.
Succ.
Movement
Bewegen
Mov.
Muovi
Return
%d/%d
If both players win the determined number of games,
you will continue play until the difference is 2 games
If both players get the determined number of the games, you
will have a tie break. The player who gets the last game wins.
>>>> STRINGDUMP OF >>>>>>>>>>>>> mkb2.test_mode.rel <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<
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TEST MODE LOADED
TEST MODE PURGED
Error: A called an unlinked function.
Address: Back Chain LR Save
0x%08x: 0x%08x 0x%08x
test_mode.c
sub_mode: error %d in Test
STAGE NUM:
MODEL
AV MODEL
NAOMI MODEL
EFFECTIVE
PATTERN
MOTION
NEW MOTION
SCENE PLAY
DIALOG
BLUR
SHADOW
FOCUS
INDIRECT
DIP SWITCH
vBITMAP
FONT
ARAM FONT
ROM FONT
PRERENDER
PREVIEW
INPUT
SOUND
REPLAY
REPLAY SIZE CHECKER
DIFFICULTY
TEST MODE
%-18.18s %s
Input Test
PAD [%d]
BUTTON_LEFT %3s
BUTTON_RIGHT %3s
BUTTON_DOWN %3s
BUTTON_UP %3s
TRIGGER_Z %3s
TRIGGER_L %3s
TRIGGER_R %3s
BUTTON_A %3s
BUTTON_B %3s
BUTTON_X %3s
BUTTON_Y %3s
BUTTON_MENU %3s
stickX %4d
stickY %4d
substickX %4d
substickY %4d
triggerLeft %4d
triggerRight %4d
analogA %4d
analogB %4d
err %4d
APINPUT
STICK_L %3s
STICK_R %3s
STICK_D %3s
STICK_U %3s
SUBSTICK_L %3s
SUBSTICK_R %3s
SUBSTICK_D %3s
SUBSTICK_U %3s
PAD CHANGE:
TRIGGER_L
and
BUTTON_LEFT
or
BUTTON_RIGHT
coloration
time
damping
preDelay
crosstalk
baseDelay
variation
period
REVERBH
CHORUS
SOUND TEST
GROUP [
STACK [
%2d
RAM use:%08X
ARAM use:%08X / %08X
GRP :%2d %s
FX :%4d(%4d/%4d) %s
ICS :
STRM SE :%2d %s
STRM BGM :%2d %s
EFC : %d %s
v LOAD
N FREE
pan:%3d %3d
pit:%04X
dop:%04X
mod:%04X
%s:%3d
[/SEID
:SE OFF
:ALL SE OFF
:pan
:pit/dop
:rev/cho(
:mod
ctr:%3d
vol:%3d
:ICS
:vol
:pan
port:%d %2d:%-12s
[/SE
:SE OFF
BGM OFF
req mode :%s
AutoCrossFade
Normal
vol :%3d%
fade time:%d
port id:name beat vol[base per]
%d %2d:%-12s
%04d [%d/127 %d/100]
[/BGM
:BGM
gMODE
:BGM OFF
:vol
:vol/fade time
:base vol
:BGM ON/OFF
%-10s %f
%-10s %d
GX_TF_RGBA8
GX_TF_I4
GX_TF_I8
GX_TF_IA4
GX_TF_IA8
GX_TF_RGB565
GX_TF_RGB5A3
BLUR TEST
FORMAT : %s
ALPHA : %d
SHADOW TEST
common
init/common_p.lz
init/common.lz
face
init/face_p.lz
init/face.lz
init/sel_p.lz
init/sel.lz
minitest
init/minit_p.lz
init/minit.lz
Category :%s
no data
name :%s
size :%d
category : %s
ID : %3d
name : bmp_%s
size : %3d x %3d
base red : %3d
base green : %3d
base blue : %3d
ofs red : %3d
ofs green : %3d
ofs blue : %3d
base zang : %04hX
trnsl : %4.2f
zm_x : %4.1f
zm_y : %4.1f
texture u0 : %4.3f
texture v0 : %4.3f
texture u1 : %4.3f
texture v1 : %4.3f
HELLO, WORLD
HELLO, WORLD
h/OOMOJI a/ABCDEFG HIJKLMN
OPQRSTU VWXYZ
k/KOMOJI a/abcdefg hijklmn
opqrstu vwxyz
0123456789
h/OOMOJI a/ABCDEFG HIJKLMN
OPQRSTU VWXYZ
k/KOMOJI a/abcdefg hijklmn
opqrstu vwxyz
0123456789
p/BOTANN_A/ANNDO/LE/GENZAI/JIBUNN/KOME/BUTTON_+/
p/BOTANN_A/BUTTON_+/
0123
0123456
0123456789
0123456789:
COMMON
COMMON(JIS)
COMMON(ICON)
RANKING
SELECTER
MAIN GAME
%18s *
%18s
FONT TEST
font:%3d/%3d type :%s FONT
ARAM
NORMAL
name:%-20s style:%d/%d %s
name:%-20s
:font select
:page next/prev
:charactor select
X :fixed/proportional
Y :style change
is no load.
aram:%d
page:%d/%d
High Level
Middle Level
Low Level
More Low Level
red(default)
blue
yellow
green
Material Change
Material Freeze
Blend
Texture Only
Constant
Gouraud
Double Side
Single Side
Fog Disable
Fog Enable
boy_h/boy_h.tpl
boy_kao.gcm
Effective Model Test
All Disp
Cat Next
Cat Prev
Load
init
chara
bg_jun
bg_wat
bg_nig
bg_sun
bg_spa
bg_snd
bg_ice
bg_stm
bg_bns
st131
st132
st133
st134
st135
st136
st137
st138
st139
st140
st141
st142
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st144
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st186
st187
st188
st189
st190
st191
st192
st193
st194
st195
st196
st197
st198
st199
st200
boy_h
boy_l
gal_h
gal_l
kid_h
kid_l
m_boa2
m_dog2
m_gun2_1
m_gun2_2
m_gun2_3
m_fut2
m_race
m_fight
m_pilot
m_bowl
m_golf
m_bill2
m_bowl2
m_tar2
test
.tpl
.gma
%s/%s.tpl
%s/%s.gma
Category [%s] Please Load
Category [%s] no data
Category [%s] %d/%d
name: %s
rad: %f
Time: %d
stage
minigame
tennis
baseball
commend
roll
pattern
pattern_spk
pattern_gem
pattern_har
pattern_spkb
efcmdl
bg_lav2
bg_jun2
bg_wat2
bg_par2
bg_pot2
bg_spa2
bg_ele2
bg_gea2
bg_bub2
bg_bns2
bg_rac2
bg_fig2
bg_tar2
bg_gol2
bg_bow2
bg_bil2
bg_boa2
bg_dog2
bg_gun2
bg_fut2
bg_wha2
bg_au_bub2
bg_au_par2
bg_au_gea2
bg_au_wat2
bg_au_tar2
bg_rac
bg_fig
bg_pil
bg_gol
bg_bow
bg_bil
bg_mst
bg_ending
st001
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aiai_h
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female_h
female_m
female_l
jiji_h
jiji_m
jiji_l
baba_h
baba_m
baba_l
madspa_h
madfrg_h
madnkd_h
rob_l
rob_sl
whale_h
madcrs_h
kobspa_h
m_fight2
bt_effect
mdl_map_c
mdl_map_g
mdl_map_h
mdl_tennis
bball_obj
mdl_banana_st
mdl_monkey_dm
[ Category ]
A : Select
B : Cancel
: Category Select
B : Category Select
: Model Select
X :
Used Tex View
X : Used Tex View
Z :
Fix Scale
Z : Variable Scale
All Disp Mode
X+A: Normal Mode
X+A: All Disp Mode
%-8s
%-8s
no data.
[%d/%d] %-8s
[ Stitching Model ]
Matrix Num:%d
[ Skin Model ]
[ Effective Model ]
rad: %-3.6f
RGB565
RGB5A3
RGBA8
CMPR
CLAMP
REPEAT
MIRROR
NEAR
LINEAR
NEAR & MIPMAP NEAR
LINEAR & MIPMAP NEAR
NEAR & MIPMAP LINEAR
LINEAR & MIPMAP LINEAR
ANISO 1
ANISO 2
ANISO 4
[%d/%d] ( %d x %d ) Format:%s
[%d/%d] ( %d x %d ) Format:%s
Wrap( %s, %s )
Mipmap
[%s, %s] %s
MONKEY BALL
pattern.gma
pattern.tpl
SPIKE OUT
pattern_spk.gma
pattern_spk.tpl
HARRIER
pattern_har.gma
pattern_har.tpl
SLASH OUT
pattern_gem.gma
pattern_gem.tpl
SPIKERS
pattern_spkb.gma
pattern_spkb.tpl
PATTERN CHANGE
/cd839f/
speed:
%s%d%s
[%2d] %s
/cd83a0/
ROMFONT TEST
code: %04X
STORY MODE
FIGHT
fight
DOGFIGHT
dogfight
TENNIS
BASEBALL
BANNER
banner
REPLIST
replist
PRACTICE
preview/%dx%d/st%03d.gct
preview/%dx%d/w%02d.gct
Cannot fopen:%s
PRREND TEST
[ %3dx%3d ] %s
preview/%s%dx%d.tpl
PREVIEW TEST
[ %3d / %3d ]
REPLAY TEST
ID: %03d
Record for Save
:NO DATA
STAGE: %03d(Lib No.%03d)
COURSE: %3d
MONKY: %3d
NAME: %s
GRADE: %f
[ USAGE ]
L + B :Save Current Replay
SAVE This Replay Data
replay/%03X%1X.%04X
[OK]
Save Replay as
Press Button A
[ERROR]
Run Program in CodeWarrior IDE!
Extra No Continue
No Mistake
Test Sceneplay Initialize.
================== Set_Scene( %d ) =====================
SCENE1A
SCENE1B
SCENE2
SCENE3
SCENE4
SCENE5
SCENE6
SCENE7
SCENE8
SCENE9
SCENE10
SCENELAST
ENDING1
ENDING2
ENDING3
ENDING4
SCENE PLAY TEST
test_scn_num %2d / %2d : %s
test_category %2d / %2d : %s
condition %2d / %2d : %s
category %2d / %2d : %s
play_scn_num %5d
: %s
scene_num %5d
scene_length %5d
scene_coma %5d
stage %5d
-- WARNING!! --
[ GRAPHIC FIFO (%3.1f%%) ]
DIALOG TEST
Category [%d/%d] %s
Data [%d/%d]
BEGINNER
BE EX
ADVANCED
BE AD
EXPERT
EX EX
MASTER
EX MA
LINEAR
%3d:%3.0f%%
%3d:%4d
RATE
PLAYED
FAILED
CLEARED
[ Replay Size Checker ]
MODE[%d], CNT[%d]
Max Size:
0x%08X (STAGE NUM:%03d)
MEMORYCARD: 0x%08X(%d Blocks)
Min Size:
shadow_test.c
focus_test.c
FOCUS TEST
MASK NUM:%d
BLUR :%7.3f
takatest.tpl
indirect_test.c
Move
Suspend
Special
Drop
Coli
Goal
Advertise
Ending
Selector
Lose
Race&Fight
Pilot
Golf
Bowling
Billiard
Very Snail
Snail
Very Slow
More Slow
Slow Walk
Walk
Speedy Walk
Fast Walk
Harried Step
Harried Run
Fast Run
All One's Power
Back Step
Blink
Looking
Appeal
Sulk
Sulk Sit
Continue?
Caution Front Stop
Caution Front Walk
Caution Front Run
Caution Back Stop
Caution Back Walk
Caution Back Run
Caution Left Stop
Caution Left Walk
Caution Left Run
Caution Right Stop
Caution Right Walk
Caution Right Run
Start
Continue Accept
Name Entry
Bonus Stage
Continue GiveUp
Standard Drop
Slowly Hit
Normal Hit
Hispeed Hit
Crash
Rank 1 Loop
Rank 1
Rank 2 Loop
Rank 2
Rank 3 Loop
Rank 3
Rank 4 Loop
Rank 4
Rank 5 Loop
Rank 5
Warp Loop
Warp
No Miss Clear
BLUESKY 00
NIGHT 00
ICE SAMUI START
ICE SAMUI LOOP
ICE SAMUI & SLIP
ICE STOP
SABAKU WALK 00
SABAKU WALK 01
SABAKU SIT
DRF WALK START
DRF STOP
DRF BIKKURI
BALL RUN
SPACE
tmp 2
tmp 3
Stand
Decide
Start chara on
Start chara off
Select
No select
Bonus Failed
Time Over
Battle Lose
Battle Lose2
Winner
Self Attack
Winner2
2nd2
3rd2
4th2
reserve5
reserve6
reserve7
reserve8
reserve9
crouching
banana slip
caught down
burned
benumbed
first
get set!
banana slip loop
caught down loop
reserve1
reserve2
reserve3
reserve4
flight-flight
flight-in ball
TORNADO-flight
TORNADO-in ball
BOM hit-flight
BOM hit-in ball
BOM_falldown
BOM ball falldown
flight-flight-L
flight-flight-R
reserve10
reserve11
reserve12
reserve13
reserve14
reserve15
reserve16
standard
for set
set angle
for swing
stance
swing MAX
swing
swing MIN
hole in one
bogey
reserve17
reserve18
reserve19
reserve20
Take Bowl
Set Adjust1
Set Adjust2
Throw MAX
Throw
Throw MIN
Take Bowl Run
Shot MAX
Shot
Shot MIN
EZ/on BANANA
EZ/speak
EZ/bye
NR/flight
NR/break ball
NR/fly sky
NR/fly speak
NR/fly away
HD/look sky & loop
HD/open door
HD/no open
HD/attack
HD/blink
HD/walk
HD/sulk
HD/eat BANANA
HD/camera glance & loop
HD/camera interpolate
MT/unknown
Smile Face
Angry Face
Afraid Face
Dissut
Open Mouth
Hand Open
Rotate
Change Chara
Change Status
Save
Exit
+%s+
|%s|
>%s<
MOTION EDITOR
Use Pattern %d/%d
Save Memory %x
-- MENU --
mot_edit.c
%-10s
%-15s %3d
Program Set
--- Character Menu ---
ID :
Skeleton:
Model :
Not Assign Patter
Press X button.
Rotate: %d
Pattern: %3d
--- Category Menu ---
Category :
Status :
Motion :
Float :
%0.2f
Int 1 :
Int 2 or Loop :
Interp :
Speed :
%0.4f
Face Dir :
Protect :
Calc Interp :
Rate Interp :
Loop Motion :
Pattern Assign
USER
ball
x:/des/motinfo_%02d%02d%02d%02d%02d.bin
x:/des/motinfo_usb.bin
x:/des/motinfo.bin
y_suzuki
/p006/prj006/yoshi/motinfo_%02d%02d%02d%02d%02d.bin
/p006/prj006/yoshi/motinfo.bin
/p008/p1/yoshi/motinfo.bin
/p008/p1/mkb2/motinfo.bin
ADX test
file ID : %d/%d
file name : %s
volume : %3.1fdB(%3d), real: %3.1fdB(%3d)
pan : %d
play time : %dmin %2dsec %2dframe (%d%)
PAUSE
total time: %dmin %2dsec %2dframe
status: %s
: %s
buffer size: 0x%08x bytes
button A : start
button B : stop
button Y : pause & resume
button X : cross fade
button Z : cut in
button U&D : select
stick U&D : volume
stick L&R : pan
trigger L&R: fade-out & -in
EARL
EARR
FACE
BODY
HANDL
HANDR
HAIR
EARL_MID
EARR_MID
FACE_SKL
HIGH_FLOWER
ACE_FLOWER
MIE_FLOWER
LOW_FLOWER
HEAD
TAIL
WHEEL_L
WHEEL_R
EYEGRASS
BACKPERA
BACKPACK
HELICAP
HERIBAR
Pr>b@
>bCW
dG=>&
Pr>b@
>bCW
dG=>&
Pr>b@
>bCW
dG=>&
ZORIL
ZORIR
WHEEL_LA
WHEEL_LB
WHEEL_RA
WHEEL_RB
aiai_h
aiai_m
aiai_l
meemee_h
meemee_m
meemee_l
baby_h
baby_m
baby_l
gongon_h
gongon_m
gongon_l
madh_h
madh_m
madh_l
kobun_h
kobun_m
kobun_l
male_h
male_m
male_l
female_h
female_m
female_l
jiji_h
jiji_m
jiji_l
baba_h
baba_m
baba_l
MDL_AIAI
MDL_MEEMEE
MDL_BABY
MDL_GONGON
MDL_MADH
MDL_KOBUN
MDL_MALE
MDL_FEMALE
MDL_JIJI
MDL_BABA
LOD_High
LOD_Middle
LOD_Low
skeleton
aiai.bin
APE_SKELETON
meemee.bin
GAL_SKELETON
baby.bin
KID_SKELETON
gongon.bin
GOR_SKELETON
MAD_SKELETON
KOB_SKELETON
Default
Blue
Yellow
Green
[MotionEdit]
[MotionTest]
/cd83B4/
/cd83Af/ LOD
/cd83A1/TYPE
model_load HeapRemain: %p
bone_reload HeapRemain: %p
%d end HeapRemain: %p
red(default)
blue
yellow
green
[%3d/%3d] %s
[%5.3lf]
[%3d/%3d] %s
[%7.3lf] speed
[%6d ] interp
[ ----- ] Goto MotionEdit
aiai
meemee
baby
gongon
madh
kobun
male
female
jiji
baba
skel.ska
newmotion_test.c
../ape
%s_test.mta
No such file...
%s_common.mal
aiai_handr.skl
aiai_handl.skl
aiai_face.skl
aiai_hand.mta
aiai_face.mta
%s.tpl
load %s
%s.gma
HeapRemain: %p
EARL
EARR
FACE
BODY
HANDL
HANDR
HAIR
EARL_MID
EARR_MID
FACE_SKL
HIGH_FLOWER
ACE_FLOWER
MIE_FLOWER
LOW_FLOWER
FLOWER
HEAD
TAIL
WHEEL_L
WHEEL_R
EYEGRASS
BACKPERA
BACKPACK
HELICAP
HERIBAR
Pr>b@
>bCW
dG=>&
Pr>b@
>bCW
dG=>&
Pr>b@
>bCW
dG=>&
Pr>b@
>bCW
dG=>&
ZORIL
ZORIR
WHEEL_LA
WHEEL_LB
WHEEL_RA
WHEEL_RB
BUTTON
SPAHELMET_INSIDE
SPAHELMET_INSIDE_SPECULAR
SPAHELMET
SPAHELMET_COLONY
SPAHELMET_JUNGLE
SPAHELMET_SPACE
SPAHELMET_SPECULAR
Pr>b@
>bCW
dG=>&
SCREW
FRGPROP
HELMET
!l>SW
Pr>b@
>bCW
dG=>&
Pr>b@
>bCW
dG=>&
WHALE_SKL
BACKPACKFUTA
COIL00
COIL01
Pr>b@
>bCW
dG=>&
aiai_h
meemee_h
baby_h
gongon_h
madh_h
kobun_h
male_h
female_h
jiji_h
baba_h
madspa_h
madfrg_h
madnkd_h
rob_h
whale_h
madcrs_h
kobspa_h
aiai_m
meemee_m
baby_m
gongon_m
madh_m
kobun_m
male_m
female_m
jiji_m
baba_m
madspa_m
madfrg_m
madnkd_m
rob_m
whale_m
madcrs_m
kobspa_m
aiai_l
meemee_l
baby_l
gongon_l
madh_l
kobun_l
male_l
female_l
jiji_l
baba_l
madspa_l
madfrg_l
madnkd_l
rob_l
whale_l
madcrs_l
kobspa_l
aiai_sh
meemee_sh
baby_sh
gongon_sh
madh_sh
kobun_sh
male_sh
female_sh
jiji_sh
baba_sh
madspa_sh
madfrg_sh
madnkd_sh
rob_sh
whale_sh
madcrs_sh
kobspa_sh
aiai_sm
meemee_sm
baby_sm
gongon_sm
madh_sm
kobun_sm
male_sm
female_sm
jiji_sm
baba_sm
madspa_sm
madfrg_sm
madnkd_sm
rob_sm
whale_sm
madcrs_sm
kobspa_sm
aiai_sl
meemee_sl
baby_sl
gongon_sl
madh_sl
kobun_sl
male_sl
female_sl
jiji_sl
baba_sl
madspa_sl
madfrg_sl
madnkd_sl
rob_sl
whale_sl
madcrs_sl
kobspa_sl
FACE_SMILE
FACE_SOB
FACE_DISSUT
FACE_PISTOFF
APE_TE_R
GAL_TE_R
KID_TE_R
GOR_TE_R
MAD_TE_R
KOB_TE_R
YGM_TE_R
YGW_TE_R
ODM_TE_R
ODW_TE_R
APE_TE_OPEN_R
GAL_TE_OPEN_R
KID_TE_OPEN_R
GOR_TE_OPEN_R
MAD_TE_OPEN_R
KOB_TE_OPEN_R
YGM_TE_OPEN_R
YGW_TE_OPEN_R
ODM_TE_OPEN_R
ODW_TE_OPEN_R
Face
HandL
HandR
Ear
Etc
base
smile
dissut
pistoff
talk
smiletalk
sobtalk
pistofftalk
slow
middle
fast
veryfast
closeeye
surprise
aiai
meemee
baby
gongon
madh
kobun
male
female
jiji
baba
madspa
madfrg
madnkd
whale
madcrs
kobspa
common
main
golf
race
pilot
bowl
bill
boat
dogf
tennis
futsal
bball
guns
commend
scene1-A
scene1-B
scene2
scene3
scene4
scene5
scene6
scene7
scene8
scene9
scene10
lastscene
ending1
ending2
ending3
ending4
EYE00
EYE01
EYE02
EYE03
EYE04
EYE05
EYE06
EYE_SMILE
EYE_SMILE00
EYE_SMILE01
EYE_SMILE02
EYE_SMILE03
Char
Game
Category
Status
Motion
Skeleton
Bone
Start
End
Restart
Integer
Float
Speed
Interp
RateIntp
CalcIntp
Face Dir
Protect
No loop
Trans
Next
AnimEdit
Save
Save(USB)
Exit
ALLOC tmp_anim
../%s
%s.tpl
%s.gma
../ape
DispTime: %d
TYPE: SKINNING
TYPE: STITCHING
LOD: HIGH
LOD: MIDDLE
LOD: LOW
LOD: LOWEST
BFrame: %5.1f/%5.1f
HFrame: %5.1f/%5.1f
%s:
skel.ska
motedit.c
test
.mta
load %s
ALLOC motion_data
.mal
face
.skl
hand
tail
tail_motion_load
tail_load
handr
handl
tail_solution
HANDL_PHA
HANDL_GHA
HANDR_PHA
HANDR_GHA
free tex
free mdl
load tex %s
load ape %s
%s %d/%d
New Assign
%d/%d<%s>
<%s>
%0.2f
Start: %d End: %d (%0.1f%%)
CurrentFrame: %d
%s :
%04d
Face Type
Rate
Hand Type
tail mot_num: %d
tail %d : %0.2f
%d : %0.2f
CalcTime: %d, %d, %d, %d
hand: %s
not fount default hand: %s
tail: %s
MAD_TAIL_Default
taildefault: %d
not fount default tail: TAIL_Default
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