Notes:Plants vs. Zombies (Nintendo DS)/Unused source code translation

Unused source code
These C++ header files were found in the import directory.

sItxCommon.itx
/* cImportTxt2Data - Allows us to use the parameter definitions */ \ /* C++ style comments // are bad                           */ \ /* Because of the macro expansion this code uses, it's always neccessary to terminate the line with a backslash */ \ /* in accordance with C-style descriptors or you will get a compiler error */ \ \ /*--*/ \ /* Object drawing area ON */ \ /*--*/ \ _PARAM_( 0,	s32,	ENABLE_DISPLAY_DRAW_AREA ) \ \ /*--*/ \ /* Software Engineering: Send number codes to */ \ /*--*/ \ _PARAM_( 0,	s32,	ENABLE_STDOUT_SE_NO ) \ \ /*--*/ \ /* For debugging */ \ /*		0	VSSetupMenu::MODE_QUICK */ \ /*		1	VSSetupMenu::MODE_CUSTOM */ \ /*		2	VSSetupMenu::MODE_RANDOM */ \ /*--*/ \ _PARAM_( 1,	s32,	DEBUG_VS_MODE ) \ \ /*--*/ \ /* Achievement message position */ \ /*--*/ \ _PARAM_( 150,	s32,	ACHIEVEMENT_MESSAGE_CENTER_POS_Y ) \ \ /*--*/ \ /* Achievement black-belt transparency (1-31) */ \ /*--*/ \ _PARAM_( 16,	s32,	ACHIEVEMENT_MESSAGE_BACK_ALPHA ) \ \ /*--*/ \ /* Achievement message display time (seconds) */ \ /*--*/ \ _PARAM_( 5,	s32,	ACHIEVEMENT_MESSAGE_DISPLAY_SEC ) \ \ /*--*/ \ /* For main menu */ \ /*--*/ \ _PARAM_( 60,	s32,	START_ADVENTURE_SE_DELAY )	\ _PARAM_( 40,	s32,	SE_EVILLAUGH_PLAY_FRAME )	\
 * 1) undef _PARAMETERS_DEFINE_
 * 2) define _PARAMETERS_DEFINE_ \

sItxGame.itx
/* cImportTxt2Data - Allows us to use the parameter definitions */ \ /* C++ style comments // are bad                           */ \ /* Because of the macro expansion this code uses, it's always neccessary to terminate the line with a backslash */ \ /* in accordance with C-style descriptors or you will get a compiler error */ \ \ /*--*/ \ /* Software Engineering: Range of pitch change */ \ /* 		(0～32767) */ \ /*--*/ \ _PARAM_( 1000,	s32,	SOUND_PITCH_WIDTH ) \ \ /*--*/ \ /* (Windows version height, width, location) */ \ /*--*/ \ /* Progress bar location */ \ /* 			original(600,575) */ \ _PARAM_( 435,	s32,	WIN_PROGRESS_BAR_POS_X ) \ _PARAM_( 574,	s32,	WIN_PROGRESS_BAR_POS_Y ) \ \ /* Progress bar width */ \ /* 			original 143 */ \ _PARAM_( 100,	s32,	WIN_PROGRESS_BAR_WIDTH ) \ \ /* Progress bar gauge offset (DS co-ordinates) */ \ _PARAM_( 65,	s32,	WIN_PROGRESS_BAR_GAUGE_RECT_OFS_X ) \ _PARAM_( 5,		s32,	WIN_PROGRESS_BAR_GAUGE_RECT_OFS_Y ) \ \ /* Progress bar gauge width (DS co-ordinates) */ \ _PARAM_( 80.0f,	f32,	WIN_PROGRESS_BAR_GAUGE_RECT_WIDTH ) \ _PARAM_( 2.0f,	f32,	WIN_PROGRESS_BAR_GAUGE_RECT_HEIGHT ) \ \ \ /* Plant bank location */ \ /* 	For common stage: options */ \ _PARAM_( 120,	s32,	SEED_BANK_OFFSET_X ) \ _PARAM_( 120,	s32,	SEED_BANK_OFFSET_X_END ) \ _PARAM_( 0,		s32,	SEED_BANK_OFFSET_Y_END ) \ /* 	For conveyor: options */ \ /* 	※ Conveyor flow start location tuning. If increased, go more towards the right */ \ _PARAM_( 800,	s32,	SEED_BANK_OFS_BASE ) \ /* 			Original 51 */ \ _PARAM_( 20,	s32,	CONVEYOR_PACKET_OFFSET_X ) \ _PARAM_( 78,		s32,	CONVEYOR_PACKET_OFFSET_X_FOR_REMOVE ) \ /* 			Original 40 */ \ _PARAM_( 120,	s32,	CONVEYOR_PACKET_MIN_OFFSET ) \ \ /* Vs. mode plant bank position */ \ _PARAM_( 200,	s32,	VS_PLANT_SEED_BANK_X ) \ _PARAM_( 530,	s32,	VS_PLANT_SEED_BANK_Y ) \ \ /* Vs. mode zombie bank position */ \ _PARAM_( 200,	s32,	VS_ZOMBIE_SEED_BANK_X ) \ _PARAM_( 0,		s32,	VS_ZOMBIE_SEED_BANK_Y ) \ \ /* Plant panel width, height */ \ /* 			 original(50,70) */ \ _PARAM_( 78,	s32,	SEED_PACKET_WIDTH ) \ _PARAM_( 70,	s32,	SEED_PACKET_HEIGHT ) \ \ /* Plant selection panel, for fine-tuning X panel packet location display offset*/ \ _PARAM_( 6,	s32,	SEED_PACKET_OFS_X_AT_PLANT_SEEDCHOOSER ) \ /* Plant selection panel, for fine-tuning X location display offset*/ \ _PARAM_( 20,	s32,	SEED_PACKET_OFS_X_AT_TOUCH ) \ _PARAM_( 10,	s32,	SEED_PACKET_OFS_Y_AT_TOUCH ) \ \ \ /* Shovel button rectangle */ \ /* 			X	 original 456 */ \ _PARAM_( 700,	s32,	SHOVEL_BUTTON_RECT_X ) \ /* 			Y	 original 0 */ \ _PARAM_( 562,		s32,	SHOVEL_BUTTON_RECT_Y ) \ /* 			Width	 original 70 */ \ _PARAM_( 100,	s32,	SHOVEL_BUTTON_RECT_W ) \ /* 			Height	 original 72 */ \ _PARAM_( 42,	s32,	SHOVEL_BUTTON_RECT_H ) \ \ /* Shovel button related image offset */ \ /* 			X	 original -25 */ \ _PARAM_( -15,		s32,	SHOVEL_IMAGE_OFS_X ) \ /* 			Y	 original -65 */ \ _PARAM_( -55,		s32,	SHOVEL_IMAGE_OFS_Y ) \ \ /* Shovel button related image offset */ \ /* 			X	 original -7 */ \ _PARAM_( -7,		s32,	SHOVEL_IMAGE_OFS_X_2 ) \ /* 			Y	 original -3 */ \ _PARAM_( 10,		s32,	SHOVEL_IMAGE_OFS_Y_2 ) \ \ /* Shovel image offset that indicates cursor position */ \ _PARAM_( 0,		s32,	SHOVEL_IMAGE_OFS_X_3 ) \ _PARAM_( 30,	s32,	SHOVEL_IMAGE_OFS_Y_3 ) \ \ /* Shovel touch area Y-axis size expansion */ \ _PARAM_( 30,		s32,	SHOVEL_TOUCH_RECT_EXTEND_Y ) \ \ \ /* Money position */ \ /* 			X	 original 57 */ \ _PARAM_( 12,	s32,	COIN_BANK_POS_X ) \ /* 			Y	 original 550? */ \ _PARAM_( 570,	s32,	COIN_BANK_POS_Y ) \ \ /* Money position （Zen garden）*/ \ /* 			X	 original 450 */ \ _PARAM_( 350,	s32,	COIN_BANK_POS_AT_ZEN_GARDEN_X ) \ \ /* Money position （Shop）*/ \ /* 			X	 original 450 */ \ _PARAM_( 450,	s32,	COIN_BANK_POS_AT_CRAZY_DAVE_OFF_X ) \ \ /* Money position （Self-shooter）*/ \ /* 			X	*/ \ _PARAM_( 115,	s32,	COIN_BANK_POS_X_AT_MINIGAME_BREATH ) \ /* 			Y	*/ \ _PARAM_( 570,	s32,	COIN_BANK_POS_Y_AT_MINIGAME_BREATH ) \ \ \ /* Location of Sun effect movement location */ \ _PARAM_( 10,		s32,		SUN_BANK_FLY_DEST_X ) \ _PARAM_( 30,	s32,		SUN_BANK_FLY_DEST_Y ) \ \ /* Sun position */ \ _PARAM_( 10,	s32,		SUN_BANK_POS_X ) \ _PARAM_( -25,	s32,		SUN_BANK_POS_Y ) \ \ /* Sun numerical position */ \ _PARAM_( 2,	s32,		SUN_BANK_VALUE_POS_X ) \ _PARAM_( 25,	s32,		SUN_BANK_VALUE_POS_Y ) \ \ \ /* Vs. mode Sun movement location */ \ _PARAM_( 84,	s32,	VS_SUN_BANK_FLY_DEST_X ) \ _PARAM_( 530,	s32,	VS_SUN_BANK_FLY_DEST_Y ) \ \ /* Vs. mode Sun position */ \ _PARAM_( -110,	s32,	VS_SUN_BANK_POS_X ) \ _PARAM_( -40,	s32,	VS_SUN_BANK_POS_Y ) \ \ /* Vs. mode Sun numerical position */ \ _PARAM_( -125,	s32,	VS_SUN_BANK_VALUE_POS_X ) \ _PARAM_( 14,	s32,	VS_SUN_BANK_VALUE_POS_Y ) \ \ /* Vs. mode death-money(brains) effect movement location */ \ _PARAM_( 670,	s32,	VS_DEATH_BANK_FLY_DEST_X ) \ _PARAM_( 0,		s32,	VS_DEATH_BANK_FLY_DEST_Y ) \ \ /* Vs. mode death-money(brains) position */ \ _PARAM_( 450,	s32,	VS_DEATH_BANK_POS_X ) \ _PARAM_( -5,		s32,	VS_DEATH_BANK_POS_Y ) \ \ /* Vs. mode death-money(brains) numerical position */ \ _PARAM_( 450,	s32,	VS_DEATH_BANK_VALUE_POS_X ) \ _PARAM_( 20,		s32,	VS_DEATH_BANK_VALUE_POS_Y ) \ \ /* Vs. mode - commication - bar position (Windows version screen-location) */ \ _PARAM_( 0,		s32,	VS_PROGRESS_BAR_POS_X ) \ _PARAM_( 0,		s32,	VS_PROGRESS_BAR_POS_Y ) \ \ /* Vs. mode - commication - victory time circle fade offset */ \ _PARAM_( -175,		s32,	VS_PLANTS_WON_CIRCLE_OFS_X ) \ _PARAM_( -20,		s32,	VS_PLANTS_WON_CIRCLE_OFS_Y ) \ \ /* Vs. mode - communication - plant victory-time circle fade movement start time */ \ _PARAM_( 100,		s32,	VS_PLANTS_WON_CIRCLE_MOVE_BEGIN_TIME ) \ \ /* Vs. mode - communication - plant victory-time circle fade movement stop time */ \ _PARAM_( 200,		s32,	VS_PLANTS_WON_CIRCLE_MOVE_END_TIME ) \ \ /* Vs. mode - communication - plant victory-time circle fade & timer constant */ \ _PARAM_( 2,	s32,	VS_PLANTS_WON_CIRCLE_MOVE_STEP_DIV ) \ \ /* Vs. mode - communication - zombie victory-time circle fade offset */ \ _PARAM_( -260,		s32,	VS_ZOMBIES_WON_CIRCLE_OFS_X ) \ _PARAM_( 0,		s32,	VS_ZOMBIES_WON_CIRCLE_OFS_Y ) \ \ /* Vs. mode - communication - seed selection cursor offset */ \ _PARAM_( -30,		s32,	VS_SEED_CHOOSER_CURSOR_OFS_X ) \ _PARAM_( 8,		s32,	VS_SEED_CHOOSER_CURSOR_OFS_Y ) \ \ /* Vs. mode - communication - seed selection info-header position */ \ _PARAM_( 128,	s32,	VS_SEED_CHOOSER_DESCRIPTION_HEADER_POS_X ) \ _PARAM_( 50,	s32,	VS_SEED_CHOOSER_DESCRIPTION_HEADER_POS_Y ) \ \ /* Vs. mode - communication - seed selection info-box position */ \ _PARAM_( 16,	s32,	VS_SEED_CHOOSER_DESCRIPTION_BODY_POS_X ) \ _PARAM_( 70,	s32,	VS_SEED_CHOOSER_DESCRIPTION_BODY_POS_Y ) \ \ \ /* Bowling nuts front-to-back movement factor */ \ /*		Adjustment of speed after recoil */ \ _PARAM_( 1.5,	f32,	BOWLING_NUTS_EXTEND_SPEED_Y ) \ \ /* Bowling red line width/height */ \ /* 			 original 22, 502 */ \ _PARAM_( 14,	s32,	BOWLING_STRIPE_W ) \ _PARAM_( 502,	s32,	BOWLING_STRIPE_H ) \ _PARAM_( 4,		s32,	BOWLING_STRIPE_SLIDE_H ) \ \ /* Sun's α level (1～31[opacity]) */ \ _PARAM_( 22,	s32,	REANIM_SUN_ALPHA ) \ \ /* 「Rain」effect's α level */ \ _PARAM_( 8,	s32,	ENVIRONMENT_RAIN_ALPHA ) \ \ /* I shooter's sunlight effect α level*/ \ _PARAM_( 16,	s32,	ENVIRONMENT_SUN_ALPHA ) \ \ \ /* Award image's plant picture position */ \ /* 			X	 original 350 */ \ _PARAM_( 155,	s32,	AWARD_PLANT_IMAGE_POS_X ) \ /* 			Y	 original 350 */ \ _PARAM_( 185,	s32,	AWARD_PLANT_IMAGE_POS_Y ) \ \ \ /* Zombie point indicator number (If this number is exceeded, start flashing) */ \ _PARAM_( 0,	s32,	ZOMBIE_BEGIN_FLASH_NUM ) \ \ /* Bullet indicator number (If this number is exceeded, start flashing) */ \ _PARAM_( 0,	s32,	PROJETILE_BEGIN_FLASH_NUM ) \ \ /* Coin (Sun etc.) indicator number (If this number is exceeded, start flashing) */ \ _PARAM_( 0,	s32,	COIN_BEGIN_FLASH_NUM ) \ \ \ /* In-game menu「BGM volume」slider location  */ \ /*				 original	199	116	135	40 */ \ _PARAM_( 245,	s32,	MENU_BGM_VOLUME_POS_X ) \ _PARAM_( 110,	s32,	MENU_BGM_VOLUME_POS_Y ) \ _PARAM_( 160,	s32,	MENU_BGM_VOLUME_POS_W ) \ _PARAM_( 60,	s32,	MENU_BGM_VOLUME_POS_H ) \ \ /* In-game menu「SE volume」slider location  */ \ /*				 original	199, 143, 135, 40 */ \ _PARAM_( 245,	s32,	MENU_SE_VOLUME_POS_X ) \ _PARAM_( 162,	s32,	MENU_SE_VOLUME_POS_Y ) \ _PARAM_( 160,	s32,	MENU_SE_VOLUME_POS_W ) \ _PARAM_( 60,	s32,	MENU_SE_VOLUME_POS_H ) \ \ /* In-game menu 「suspend & save」 button location  */ \ /*				 original	none */ \ _PARAM_( 40,	s32,	MENU_INTERRUPT_SAVE_BUTTON_POS_X ) \ _PARAM_( 225,	s32,	MENU_INTERRUPT_SAVE_BUTTON_POS_Y ) \ _PARAM_( 350,	s32,	MENU_INTERRUPT_SAVE_BUTTON_POS_W ) \ _PARAM_( 40,	s32,	MENU_INTERRUPT_SAVE_BUTTON_POS_H ) \ \ /* In-game menu 「Almanac viewing」 button location  */ \ /*				 original	107	241	250	60 */ \ _PARAM_( 40,	s32,	MENU_ALMANAC_BUTTON_POS_X ) \ _PARAM_( 225,	s32,	MENU_ALMANAC_BUTTON_POS_Y ) \ _PARAM_( 350,	s32,	MENU_ALMANAC_BUTTON_POS_W ) \ _PARAM_( 40,	s32,	MENU_ALMANAC_BUTTON_POS_H ) \ \ /* In-game menu 「restart」 button location */ \ /*				 original	107	241+43	250	60 */ \ _PARAM_( 40,	s32,	MENU_RESTART_BUTTON_POS_X ) \ _PARAM_( 287,	s32,	MENU_RESTART_BUTTON_POS_Y ) \ _PARAM_( 350,	s32,	MENU_RESTART_BUTTON_POS_W ) \ _PARAM_( 40,	s32,	MENU_RESTART_BUTTON_POS_H ) \ \ /* In-game menu 「Return to main menu」 button location  */ \ /*				 original	107	241+43+43	250	60 */ \ _PARAM_( 40,	s32,	MENU_BACK_TO_MAIN_MENU_BUTTON_POS_X ) \ _PARAM_( 347,	s32,	MENU_BACK_TO_MAIN_MENU_BUTTON_POS_Y ) \ _PARAM_( 350,	s32,	MENU_BACK_TO_MAIN_MENU_BUTTON_POS_W ) \ _PARAM_( 40,	s32,	MENU_BACK_TO_MAIN_MENU_BUTTON_POS_H ) \ \ /* In-game menu 「Return to game」 button location  */ \ /*				 original	30	381 */ \ _PARAM_( 30,	s32,	MENU_BACK_TO_GAME_BUTTON_POS_X ) \ _PARAM_( 414,	s32,	MENU_BACK_TO_GAME_BUTTON_POS_Y ) \ \ /* CACHED image alpha value（highlighting plants etc.） */ \ _PARAM_( 20,	s32,	CACHED_IMAGE_ALPHA ) \ \ \ /* Plant selection menu 「seed packet」start location offset  */ \ /* 			 original(22, 128, 123) */ \ _PARAM_( 30,	s32,	SEED_CHOOSER_SEED_PACKET_OFS_X ) \ _PARAM_( 160,	s32,	SEED_CHOOSER_SEED_PACKET_OFS_Y ) \ _PARAM_( 160,	s32,	SEED_CHOOSER_SEED_PACKET_OFS_Y_HAS7ROW ) \ /* Plant selection menu 「seed packet」other starting heights/widths */ \ /* 			 original(0, 0) */ \ _PARAM_( 0,	s32,	SEED_CHOOSER_SEED_PACKET_WIDTH_MARGIN ) \ _PARAM_( 18,	s32,	SEED_CHOOSER_SEED_PACKET_HEIGHT_MARGIN ) \ _PARAM_( 2,	s32,	SEED_CHOOSER_SEED_PACKET_HEIGHT_MARGIN_HAS7ROW ) \ \ \ /* Plant selection menu 「Imitate seed packet」start location offset  */ \ /* 			 original(22, 128, 123) */ \ _PARAM_( 104,	s32,	SEED_CHOOSER_IMITATE_SEED_PACKET_OFS_X ) \ _PARAM_( 160,	s32,	SEED_CHOOSER_IMITATE_SEED_PACKET_OFS_Y ) \ \ /* Plant selection menu 「Imitate seed packet」other starting heights/widths  */ \ /* 			 original(0) */ \ _PARAM_( 0,		s32,	SEED_CHOOSER_IMITATE_SEED_PACKET_WIDTH_MARGIN ) \ _PARAM_( 0,		s32,	SEED_CHOOSER_IMITATE_SEED_PACKET_HEIGHT_MARGIN ) \ \ \ /* Plant selection menu 「LET'S ROCK(Bring it On!)」 button location (DS co-ordinates) */ \ /* 			 original(50,70) */ \ _PARAM_( 216,	s32,	SEED_CHOOSER_BUTTON_PLAY_POS_DS_X ) \ _PARAM_( 140,	s32,	SEED_CHOOSER_BUTTON_PLAY_POS_DS_Y ) \ \ /* Plant selection menu 「Shop」 button location (DS co-ordinates) */ \ _PARAM_( 216,	s32,	SEED_CHOOSER_BUTTON_SHOP_POS_DS_X ) \ _PARAM_( 113,	s32,	SEED_CHOOSER_BUTTON_SHOP_POS_DS_Y ) \ \ /* Plant selection menu 「Zombie」 button location (DS co-ordinates) */ \ _PARAM_( 216,	s32,	SEED_CHOOSER_BUTTON_ZOMBIE_POS_DS_X ) \ _PARAM_( 58,	s32,	SEED_CHOOSER_BUTTON_ZOMBIE_POS_DS_Y ) \ \ /* Plant selection menu 「Almanac」 button location (DS co-ordinates) */ \ _PARAM_( 216,	s32,	SEED_CHOOSER_BUTTON_ALMANAC_POS_DS_X ) \ _PARAM_( 86,	s32,	SEED_CHOOSER_BUTTON_ALMANAC_POS_DS_Y ) \ \ /* Plant selection menu 「Imitator」 button location (DS co-ordinates) */ \ _PARAM_( 206,	s32,	SEED_CHOOSER_BUTTON_IMITATOR_POS_DS_X ) \ _PARAM_( 164,	s32,	SEED_CHOOSER_BUTTON_IMITATOR_POS_DS_Y ) \ \ /* Plant selection menu 「Lawn viewing」 button location (DS co-ordinates) */ \ _PARAM_( 216,	s32,	SEED_CHOOSER_BUTTON_LAWN_POS_DS_X ) \ _PARAM_( 32,	s32,	SEED_CHOOSER_BUTTON_LAWN_POS_DS_Y ) \ \ \ /* Generic dialogue button size(in DS co-ordinates) location [dialogue inner-area(DS co-ordinates)] */ \ _PARAM_( 80,	s32,	DIALOG_BUTTON_WIDTH_DS ) \ _PARAM_( 16,	s32,	DIALOG_BUTTON_HEIGHT_DS ) \ \ _PARAM_( 70,	s32,	DIALOG_BUTTON_LEFT_X_DS ) \ _PARAM_( 64,	s32,	DIALOG_BUTTON_LEFT_Y_DS ) \ \ _PARAM_( 190,	s32,	DIALOG_BUTTON_RIGHT_X_DS ) \ _PARAM_( 64,	s32,	DIALOG_BUTTON_RIGHT_Y_DS ) \ \ _PARAM_( 128,	s32,	DIALOG_BUTTON_MIDDLE_X_DS ) \ _PARAM_( 64,	s32,	DIALOG_BUTTON_MIDDLE_Y_DS ) \ \ /* Generic dialogue, use V-count interrupt, then output area of front row of BG characters */ \ /* Y line beginning */ \ _PARAM_( 80,	s32,	DIALOG_VCOUNT_PRIORITY_CHANGE_BEGIN_Y ) \ /* Y line end */ \ _PARAM_( 144,	s32,	DIALOG_VCOUNT_PRIORITY_CHANGE_END_Y ) \ \ /* Generic dialogue, button center image character location (Windows version co-ordinates) */ \ _PARAM_( 220,	s32,	DIALOG_STRING_BEGIN_Y_OFS ) \ \ \ /* 「Let's, plant！」animation rate */ \ _PARAM_( 0x4000,	s32,	READYSETPLANT_ANIM_SPEED ) \ \ \ /*--*/ \ /* Upper image direction */ \ /*--*/ \ /* Progress bar width */ \ _PARAM_( 240,		s32,	GAME_TOP_SCREEN_DEMO_PROGRESS_BAR_WIDTH ) \ /* Progress bar Y location */ \ _PARAM_( 96,		s32,	GAME_TOP_SCREEN_DEMO_PROGRESS_BAR_Y ) \ /* Progress bar upper flag Y location */ \ _PARAM_( 190,		s32,	GAME_TOP_SCREEN_DEMO_PROGRESS_BAR_FLAG_Y ) \ /* Progress bar upper head's high order end location */ \ _PARAM_( 12,		s32,	GAME_TOP_SCREEN_DEMO_PROGRESS_BAR_HEAD_LEFT_X ) \ \ /* Zombie movement speed [0x1000 one dot every frame]（usual） */ \ _PARAM_( 0x100,		s32,	GAME_TOP_SCREEN_DEMO_ZOMBIE_WALK_SPD_LOW ) \ _PARAM_( 0x800,		s32,	GAME_TOP_SCREEN_DEMO_ZOMBIE_WALK_SPD_HIGH ) \ /* Opening zombie spawn limit */ \ _PARAM_( 1,		s32,	GAME_TOP_SCREEN_DEMO_ZOMBIE_MAX_FIRST ) \ /* Middlegame zombie spawn limit */ \ _PARAM_( 1,		s32,	GAME_TOP_SCREEN_DEMO_ZOMBIE_MAX_MIDDLE ) \ /* Endgame zombie spawn limit */ \ _PARAM_( 1,		s32,	GAME_TOP_SCREEN_DEMO_ZOMBIE_MAX_LAST ) \ \ /* Normal walking zombie image outer arrangement location */ \ _PARAM_( 300,	s32,	GAME_TOP_SCREEN_DEMO_ZOMBIE_WALK_BEGIN_POS_X ) \ /* Flag zombie image outer arrangement location */ \ _PARAM_( 310,	s32,	GAME_TOP_SCREEN_DEMO_FLAG_ZOMBIE_WALK_BEGIN_POS_X ) \ /* Flag (left side) zombie image outer arrangement location */ \ _PARAM_( 240,	s32,	GAME_TOP_SCREEN_DEMO_FLAG_LEFT_ZOMBIE_WALK_BEGIN_POS_X ) \ /* Flag (right side) zombie image outer arrangement location */ \ _PARAM_( 370,	s32,	GAME_TOP_SCREEN_DEMO_FLAG_RIGHT_ZOMBIE_WALK_BEGIN_POS_X ) \ \ /* Zombie up/down walking speed factor ([fast] 1 ～ 8 [slow]) */ \ _PARAM_( 3,		s32,	GAME_TOP_SCREEN_DEMO_ZOMBIE_WALK_ANIM_SPEED ) \ \ /* Wave time zombie animation switch interval (Unused as of 2010/9/8) */ \ _PARAM_( 120,	s32,	GAME_TOP_SCREEN_DEMO_WAVE_ZOMBIE_ANIME_CHANGE_INTER ) \ /* Wave time zombie first animation establishment） (Unused as of 2010/9/8) */ \ _PARAM_( 30,	s32,	GAME_TOP_SCREEN_DEMO_WAVE_ZOMBIE_ANIME1_CHANGE_RATE ) \ \ /* Wave time　Flag zombie stopping location Ｘ */ \ _PARAM_( 80,	s32,	GAME_TOP_SCREEN_DEMO_FLAG_ZOMBIE_STOP_POS_X ) \ /* Wave time　Flag(left side) zombie stopping location Ｘ */ \ _PARAM_( 0,	s32,	GAME_TOP_SCREEN_DEMO_LEFT_WAVE_ZOMBIE_STOP_POS_X ) \ /* Wave time　Flag(right side) zombie stopping location Ｘ */ \ _PARAM_( 140,	s32,	GAME_TOP_SCREEN_DEMO_RIGHT_WAVE_ZOMBIE_STOP_POS_X ) \ \ /* Flag zombie bottom screen edge flowing speed */ \ _PARAM_( 2,	s32,	GAME_TOP_SCREEN_DEMO_FLAG_ZOMBIE_OUT_SPEED_Y ) \ \ /* Zombie bottom screen edge animation change location （For common, tangible heads） */ \ _PARAM_( 50,	s32,	GAME_TOP_SCREEN_DEMO_FLAG_ZOMBIE_OUT_STEP_1 ) \ _PARAM_( 80,	s32,	GAME_TOP_SCREEN_DEMO_FLAG_ZOMBIE_OUT_STEP_2 ) \ _PARAM_( 100,	s32,	GAME_TOP_SCREEN_DEMO_FLAG_ZOMBIE_OUT_STEP_3 ) \ _PARAM_( 100,	s32,	GAME_TOP_SCREEN_DEMO_FLAG_ZOMBIE_OUT_STEP_4 ) \ \ /* 1-1 Zombie appearance check frequency (in frames [30 = approx. 1 per second]) */ \ _PARAM_( 600,	s32,	GAME_TOP_SCREEN_DEMO_1_1_ZOMBIE_POP_CHECK_INTER ) \ /* 1-1 Zombie spawn probability (%) */ \ _PARAM_( 10,	s32,	GAME_TOP_SCREEN_DEMO_1_1_ZOMBIE_POP_RATE ) \ \ /* 1-1 Crow spawn limit */ \ _PARAM_( 2,		s32,	GAME_TOP_SCREEN_DEMO_1_1_CROW_MAX ) \ /* 1-1 Crow spawn check rate (frame [30 = approx. 1 per second]) */ \ _PARAM_( 120,	s32,	GAME_TOP_SCREEN_DEMO_1_1_CROW_POP_CHECK_INTER ) \ /* 1-1 Crow spawn probability (%) */ \ _PARAM_( 30,	s32,	GAME_TOP_SCREEN_DEMO_1_1_CROW_POP_RATE ) \ /* 1-1 Crow small jump check rate (frame [30 = approx. 1 per second]) */ \ _PARAM_( 120,	s32,	GAME_TOP_SCREEN_DEMO_1_1_CROW_SMALL_JUMP_CHECK_INTER ) \ /* 1-1 Crow small jump probability (%) */ \ _PARAM_( 30,	s32,	GAME_TOP_SCREEN_DEMO_1_1_CROW_SMALL_JUMP_RATE ) \ /* 1-1 Crow small jump-time gravity (%) */ \ _PARAM_( 0x1000,	s32,	GAME_TOP_SCREEN_DEMO_1_1_CROW_SMALL_JUMP_GRAVITY ) \ /* 1-1 Crow small jump power X */ \ _PARAM_( 0x1000,	s32,	GAME_TOP_SCREEN_DEMO_1_1_CROW_SMALL_JUMP_POWER_X ) \ /* 1-1 Crow small jump power Y */ \ _PARAM_( -0x4000,	s32,	GAME_TOP_SCREEN_DEMO_1_1_CROW_SMALL_JUMP_POWER_Y ) \ \ /* 1-1 Wave outbreak time class flying speed co-efficient (bigger = faster) */ \ _PARAM_( 4,		s32,	GAME_TOP_SCREEN_DEMO_1_1_CROW_FLY_AWAY_SPEED ) \ \ \ /* 2-1 Crow spawn limit */ \ _PARAM_( 1,		s32,	GAME_TOP_SCREEN_DEMO_2_1_CROW_MAX ) \ /* 2-1 Crow spawn check frequency (frame [30 = approx. 1 per second]) */ \ _PARAM_( 240,	s32,	GAME_TOP_SCREEN_DEMO_2_1_CROW_POP_CHECK_INTER ) \ /* 2-1 Crow spawn probability (%) */ \ _PARAM_( 30,	s32,	GAME_TOP_SCREEN_DEMO_2_1_CROW_POP_RATE ) \ \ \ /* 3-1 Opening crow spawn limit */ \ _PARAM_( 1,		s32,	GAME_TOP_SCREEN_DEMO_3_1_FIRST_CROW_MAX ) \ /* 3-1 Middlegame crow spawn limit */ \ _PARAM_( 1,		s32,	GAME_TOP_SCREEN_DEMO_3_1_MIDDLE_CROW_MAX ) \ /* 3-1 Crow spawn check frequency (frame [30 = approx. 1 per second]) */ \ _PARAM_( 120,	s32,	GAME_TOP_SCREEN_DEMO_3_1_CROW_POP_CHECK_INTER ) \ /* 3-1 Crow spawn probability (%) */ \ _PARAM_( 30,	s32,	GAME_TOP_SCREEN_DEMO_3_1_CROW_POP_RATE ) \ \ /* 3-1 Bush location */ \ _PARAM_( 76,	s32,	GAME_TOP_SCREEN_DEMO_3_1_BUSH_POS_X ) \ _PARAM_( 160,	s32,	GAME_TOP_SCREEN_DEMO_3_1_BUSH_POS_Y ) \ \ /* 3-1 Bush inside class location offset */ \ _PARAM_( 0,		s32,	GAME_TOP_SCREEN_DEMO_3_1_BUSH_CROW_OFS_X ) \ _PARAM_( -10,	s32,	GAME_TOP_SCREEN_DEMO_3_1_BUSH_CROW_OFS_Y ) \ \ /* 3-1 Spawning rate of crows from bushes wait time */ \ _PARAM_( 20,	s32,	GAME_TOP_SCREEN_DEMO_3_1_CROW_WAIT_TIME ) \ \ /* 3-1 Crow climbing speed */ \ _PARAM_( 0x2000,	s32,	GAME_TOP_SCREEN_DEMO_3_1_CROW_UP_SPEED ) \ \ /* 3-1 Crow climbing extents */ \ _PARAM_( 80,	s32,	GAME_TOP_SCREEN_DEMO_3_1_CROW_UP_LOW ) \ _PARAM_( 100,	s32,	GAME_TOP_SCREEN_DEMO_3_1_CROW_UP_HIGH ) \ \ /* 3-1 Crow right-movement speed */ \ _PARAM_( 0x1500,	s32,	GAME_TOP_SCREEN_DEMO_3_1_CROW_SPEED_X ) \ \ \ /* 4-1 Crow spawn check frequency (frame [30 = approx. 1 per second]) */ \ _PARAM_( 120,	s32,	GAME_TOP_SCREEN_DEMO_4_1_CROW_POP_CHECK_INTER ) \ /* 4-1 Crow spawn probability (%) */ \ _PARAM_( 30,	s32,	GAME_TOP_SCREEN_DEMO_4_1_CROW_POP_RATE ) \ \ /* 4-1 Crow movement object carrying speed */ \ _PARAM_( 0x2000,	s32,	GAME_TOP_SCREEN_DEMO_4_1_CROW_BRING_SPEED_X ) \ \ /* 4-1 Crow object dropping interval */ \ _PARAM_( 15,	s32,	GAME_TOP_SCREEN_DEMO_4_1_CROW_RELEASE_ITEM_TIME_LOW ) \ _PARAM_( 40,	s32,	GAME_TOP_SCREEN_DEMO_4_1_CROW_RELEASE_ITEM_TIME_HIGH ) \ \ /* 4-1 falling object gravity */ \ _PARAM_( 0x1000,	s32,	GAME_TOP_SCREEN_DEMO_4_1_ITEM_GRAVITY ) \ \ /* 4-1 all falling object's stopping Ｙ location */ \ _PARAM_( 190,	s32,	GAME_TOP_SCREEN_DEMO_4_1_TRASHCAN_STOP_Y ) \ _PARAM_( 140,	s32,	GAME_TOP_SCREEN_DEMO_4_1_PLANT1_STOP_Y ) \ _PARAM_( 100,	s32,	GAME_TOP_SCREEN_DEMO_4_1_PLANT2_STOP_Y ) \ _PARAM_( 140,	s32,	GAME_TOP_SCREEN_DEMO_4_1_ZOMBIE1_STOP_Y ) \ _PARAM_( 110,	s32,	GAME_TOP_SCREEN_DEMO_4_1_ZOMBIE2_STOP_Y ) \ _PARAM_( 70,	s32,	GAME_TOP_SCREEN_DEMO_4_1_ZOMBIE3_STOP_Y ) \ \ /* 4-1 Fast movieng crow movement speed */ \ _PARAM_( 0x3000,	s32,	GAME_TOP_SCREEN_DEMO_4_1_BREAK_CROW_SPEED_X ) \ \ /* 4-1 Fast moving crow's hit size */ \ _PARAM_( 32,	s32,	GAME_TOP_SCREEN_DEMO_4_1_BREAK_CROW_COLLISION_OFS_W ) \ _PARAM_( -48,	s32,	GAME_TOP_SCREEN_DEMO_4_1_BREAK_CROW_COLLISION_OFS_TOP ) \ _PARAM_( 48,	s32,	GAME_TOP_SCREEN_DEMO_4_1_BREAK_CROW_COLLISION_OFS_BOTTOM ) \ \ /* 4-1 Fast moving object's speed & gravity */ \ _PARAM_( 6,			s32,	GAME_TOP_SCREEN_DEMO_4_1_BREAK_ITEM_SPEED_MUL ) \ _PARAM_( 0x1000,	s32,	GAME_TOP_SCREEN_DEMO_4_1_BREAK_ITEM_GRAVITY ) \ \ \ /* 5-1 Opening Crow spawn limit */ \ _PARAM_( 1,		s32,	GAME_TOP_SCREEN_DEMO_5_1_FIRST_CROW_MAX ) \ /* 5-1 MiddlegameCrow spawn limit */ \ _PARAM_( 1,		s32,	GAME_TOP_SCREEN_DEMO_5_1_MIDDLE_CROW_MAX ) \ /* 5-1 Crow spawn check frequency (frame [30 = approx. 1 per second]) */ \ _PARAM_( 240,	s32,	GAME_TOP_SCREEN_DEMO_5_1_CROW_POP_CHECK_INTER ) \ /* 5-1 Crow spawn probability (%) */ \ _PARAM_( 30,	s32,	GAME_TOP_SCREEN_DEMO_5_1_CROW_POP_RATE ) \ \ /* 5-1 Crow on shoulders location offset */ \ _PARAM_( 100,	s32,	GAME_TOP_SCREEN_DEMO_5_1_CROW_ON_SHOLDER_OFS_X ) \ _PARAM_( 69,	s32,	GAME_TOP_SCREEN_DEMO_5_1_CROW_ON_SHOLDER_OFS_Y ) \ \
 * 1) undef _PARAMETERS_DEFINE_
 * 2) define _PARAMETERS_DEFINE_ \

/* 5-1 Time taken until zombie's eyes close when under attack*/ \ _PARAM_( 30,	s32,	GAME_TOP_SCREEN_DEMO_5_1_CROW_ATTACK_ZOMBIES_EYE_TIME ) \ \ /* 5-1 Limit of time attacking zombies (30 = 1sec) */ \ _PARAM_( 500,	s32,	GAME_TOP_SCREEN_DEMO_5_1_BEFORE_CROW_ATTACK_TIME_LOW ) \ _PARAM_( 700,	s32,	GAME_TOP_SCREEN_DEMO_5_1_BEFORE_CROW_ATTACK_TIME_HIGH ) \ \ /* 5-1 Head falling gravity */ \ _PARAM_( 0x800,	s32,	GAME_TOP_SCREEN_DEMO_5_1_FALL_HEAD_GRAVITY ) \ /* 5-1 Head record location offset */ \ _PARAM_( 48,	s32,	GAME_TOP_SCREEN_DEMO_5_1_FALL_HEAD_OFS_X ) \ _PARAM_( 48,	s32,	GAME_TOP_SCREEN_DEMO_5_1_FALL_HEAD_OFS_Y ) \ \ \ /* Vs. mode upper image directing, front plant baseline X location */ \ _PARAM_( 40,	s32,	GAME_TOP_SCREEN_DEMO_VS_PLANT_BASE_LINE_X ) \ /* Vs. mode upper image directing, front zombie baseline X location  */ \ _PARAM_( 210,	s32,	GAME_TOP_SCREEN_DEMO_VS_ZOMBIE_BASE_LINE_X ) \ /* Vs. mode upper image directing, front zombie ／ plant baseline Y location  */ \ _PARAM_( 156,	s32,	GAME_TOP_SCREEN_DEMO_VS_READER_POS_Y ) \ /* Vs. mode upper image directing, rear zombie ／ plant baseline X location  */ \ _PARAM_( 0,		s32,	GAME_TOP_SCREEN_DEMO_VS_BACK_POS_X ) \ /* Vs. mode upper image directing, rear zombie ／ plant baseline Y location  */ \ _PARAM_( 110,	s32,	GAME_TOP_SCREEN_DEMO_VS_BACK_POS_Y ) \ \ /* Vs. mode upper image directing zombie advancing speed */ \ _PARAM_( 0x1000,	s32,	GAME_TOP_SCREEN_DEMO_VS_MOVE_SPEED ) \ \ /* Vs. mode upper image directing zombie retreating speed */ \ _PARAM_( 0x4000,	s32,	GAME_TOP_SCREEN_DEMO_VS_BACK_SPEED ) \ \ /* Vs. mode upper image directing, left side plant pushing of zombies location */ \ _PARAM_( 100,	s32,	GAME_TOP_SCREEN_DEMO_VS_ZOMBIE_PUSH_PLANT_BEGIN_POS_X ) \ \ /* Wave time's frontline zombie exiting speed (30 = approx. 1 per second) */ \ _PARAM_( 150,	s32,	GAME_TOP_SCREEN_DEMO_WAVE_ZOMBIE_OUT_TIME ) \ \ \ /*--*/ \ /* Mini-game「I shooter」(Breath) parameters */ \ /*--*/ \ /* Loudness of sound for determining aid (weak:0[high sensitivity] ～ [low sensitivity]128:strong) */ \ _PARAM_( 15,	s32,	BREATH_FIRE_TRIG_BREATH_POWER ) \ \ /* Firing speed of plants that are well, immediately following waking (30 = approx. 1 per second) */ \ _PARAM_( 10,		s32,	BREATH_PLANT_FIRE_INTER_ON_FINE ) \ /* Normal firing speed of plants (30 = approx. 1 per second) */ \ _PARAM_( 60,		s32,	BREATH_PLANT_FIRE_INTER ) \ /* Firing speed of plants that are weak (30 = approx. 1 per second) */ \ _PARAM_( 120,		s32,	BREATH_PLANT_FIRE_INTER_ON_WEAK ) \ \ /* Cheer gauge position (DS screen location) */ \ _PARAM_( 125,		s32,	BREATH_PLANT_CHEER_GAUGE_X ) \ _PARAM_( 20,		s32,	BREATH_PLANT_CHEER_GAUGE_Y ) \ /* In-game cheer gauge drawing rectangle start location offset (DS screen location) */ \ _PARAM_( -41,			s32,	BREATH_PLANT_CHEER_GAUGE_RECT_OFS_X ) \ _PARAM_( -4,			s32,	BREATH_PLANT_CHEER_GAUGE_RECT_OFS_Y ) \ /* 「I shooter」zombie progress bar position (Windows version screen location) */ \ _PARAM_( 500,		s32,	BREATH_PROGRESS_BAR_POS_X ) \ _PARAM_( 575,		s32,	BREATH_PROGRESS_BAR_POS_Y ) \ /* Cheer gauge maximum value */ \ _PARAM_( 100,		s32,	BREATH_PLANT_CHEER_GAUGE_MAX ) \ /* Cheer gauge maximum value(pixels) */ \ _PARAM_( 80,		s32,	BREATH_PLANT_CHEER_GAUGE_WIDTH ) \ _PARAM_( 2,			s32,	BREATH_PLANT_CHEER_GAUGE_HEIGHT ) \ /* Cheer gauge - cost of first time use of cheers */ \ _PARAM_( 100,		s32,	BREATH_PLANT_CHEER_GAUGE_SPEND ) \ /* Cheer gauge　recovery speed (30 : 1.0 per second, 15 : 0.5 per second... ) */ \ _PARAM_( 5,		s32,	BREATH_PLANT_CHEER_GAUGE_INC_INTER ) \ \ /* Time plants are not weak after forced wakeup (30 = approx. 1 per second) */ \ _PARAM_( 90,		s32,	BREATH_PLANT_FORCE_WAKEUP_TIME ) \ /* Time plants continue to be well after waking up (30 = approx. 1 per second) */ \ _PARAM_( 360,		s32,	BREATH_PLANT_FINE_CONTINUE_TIME ) \ \ /* Time plants decrease when zombie knocks over seed packet (0-100%) */ \ /*  Peashooter */ \ _PARAM_( 50,		s32,	BREATH_PLANT_SEED_PACKET_POP_RATE_PEASHOOTER ) \ /*  Wallnuts */ \ _PARAM_( 50,		s32,	BREATH_PLANT_SEED_PACKET_POP_RATE_WALLNUT ) \ /*  Lilypad */ \ _PARAM_( 50,		s32,	BREATH_PLANT_SEED_PACKET_POP_RATE_LILYPAD ) \ \ \ /* Cycle number where plants weaken */ \ _PARAM_( 10,		s32,	BREATH_PLANT_WEAK_WAVE_NUM ) \ \ /* Cycles that weaken plant 1 (seconds) */ \ _PARAM_( 48,		s32,	BREATH_PLANT1_WEAK_TIME_1 ) \ _PARAM_( 84,		s32,	BREATH_PLANT1_WEAK_TIME_2 ) \ _PARAM_( 144,		s32,	BREATH_PLANT1_WEAK_TIME_3 ) \ _PARAM_( 166,		s32,	BREATH_PLANT1_WEAK_TIME_4 ) \ _PARAM_( 186,		s32,	BREATH_PLANT1_WEAK_TIME_5 ) \ _PARAM_( 206,		s32,	BREATH_PLANT1_WEAK_TIME_6 ) \ _PARAM_( 226,		s32,	BREATH_PLANT1_WEAK_TIME_7 ) \ _PARAM_( 246,		s32,	BREATH_PLANT1_WEAK_TIME_8 ) \ _PARAM_( 266,		s32,	BREATH_PLANT1_WEAK_TIME_9 ) \ _PARAM_( 286,		s32,	BREATH_PLANT1_WEAK_TIME_10 ) \ \ /* Cycles that weaken plant 2 (seconds) */ \ _PARAM_( 83,		s32,	BREATH_PLANT2_WEAK_TIME_1 ) \ _PARAM_( 84,		s32,	BREATH_PLANT2_WEAK_TIME_2 ) \ _PARAM_( 108,		s32,	BREATH_PLANT2_WEAK_TIME_3 ) \ _PARAM_( 170,		s32,	BREATH_PLANT2_WEAK_TIME_4 ) \ _PARAM_( 190,		s32,	BREATH_PLANT2_WEAK_TIME_5 ) \ _PARAM_( 230,		s32,	BREATH_PLANT2_WEAK_TIME_6 ) \ _PARAM_( 270,		s32,	BREATH_PLANT2_WEAK_TIME_7 ) \ _PARAM_( 310,		s32,	BREATH_PLANT2_WEAK_TIME_8 ) \ _PARAM_( 350,		s32,	BREATH_PLANT2_WEAK_TIME_9 ) \ _PARAM_( 390,		s32,	BREATH_PLANT2_WEAK_TIME_10 ) \ \ /* Cycles that weaken plant 3 (seconds) */ \ _PARAM_( 24,		s32,	BREATH_PLANT3_WEAK_TIME_1 ) \ _PARAM_( 72,		s32,	BREATH_PLANT3_WEAK_TIME_2 ) \ _PARAM_( 120,		s32,	BREATH_PLANT3_WEAK_TIME_3 ) \ _PARAM_( 140,		s32,	BREATH_PLANT3_WEAK_TIME_4 ) \ _PARAM_( 180,		s32,	BREATH_PLANT3_WEAK_TIME_5 ) \ _PARAM_( 210,		s32,	BREATH_PLANT3_WEAK_TIME_6 ) \ _PARAM_( 240,		s32,	BREATH_PLANT3_WEAK_TIME_7 ) \ _PARAM_( 270,		s32,	BREATH_PLANT3_WEAK_TIME_8 ) \ _PARAM_( 300,		s32,	BREATH_PLANT3_WEAK_TIME_9 ) \ _PARAM_( 330,		s32,	BREATH_PLANT3_WEAK_TIME_10 ) \ \ /* Cycles that weaken plant 4 (seconds) */ \ _PARAM_( 48,		s32,	BREATH_PLANT4_WEAK_TIME_1 ) \ _PARAM_( 84,		s32,	BREATH_PLANT4_WEAK_TIME_2 ) \ _PARAM_( 132,		s32,	BREATH_PLANT4_WEAK_TIME_3 ) \ _PARAM_( 154,		s32,	BREATH_PLANT4_WEAK_TIME_4 ) \ _PARAM_( 194,		s32,	BREATH_PLANT4_WEAK_TIME_5 ) \ _PARAM_( 224,		s32,	BREATH_PLANT4_WEAK_TIME_6 ) \ _PARAM_( 254,		s32,	BREATH_PLANT4_WEAK_TIME_7 ) \ _PARAM_( 284,		s32,	BREATH_PLANT4_WEAK_TIME_8 ) \ _PARAM_( 314,		s32,	BREATH_PLANT4_WEAK_TIME_9 ) \ _PARAM_( 344,		s32,	BREATH_PLANT4_WEAK_TIME_10 ) \ \ \ /* Number of times of whole wave (MAX : 47) */ \ _PARAM_( 47,		s32,	BREATH_ZOMBIE_WAVE_NUM ) \ \ /* Time that this wave starts(seconds) */ \ /* ※ Fixed at '0' at start！ Do *NOT* change this! */ \ _PARAM_( 0,		s32,	BREATH_WAVE1_INTER ) \ /* Wave1 zombie appearance constants (few:1 ～ 10:many) */ \ /*	Necessary when they're forced to appear(cost) */ \ /* 		ZOMBIE_NORMAL,				1	 */ \ /* 		ZOMBIE_FLAG,				1	 */ \ /* 		ZOMBIE_TRAFFIC_CONE,		2	 */ \ /* 		ZOMBIE_POLEVAULTER,			2	 */ \ /* 		ZOMBIE_PAIL,				4	 */ \ /* 		ZOMBIE_NEWSPAPER,			2	 */ \ /* 		ZOMBIE_DOOR,				4	 */ \ /* 		ZOMBIE_FOOTBALL,			7	 */ \ /* 		ZOMBIE_DANCER,				5	 */ \ /* 		ZOMBIE_BACKUP_DANCER,		1	 */ \ /* 		ZOMBIE_DUCKY_TUBE,			1	 */ \ /* 		ZOMBIE_SNORKEL,				3	 */ \ /* 		ZOMBIE_ZAMBONI,				7	 */ \ /* 		ZOMBIE_BOBSLED,				3	 */ \ /* 		ZOMBIE_DOLPHIN_RIDER,		3	 */ \ /* 		ZOMBIE_JACK_IN_THE_BOX,		3	 */ \ /* 		ZOMBIE_BALLOON,				2	 */ \ /* 		ZOMBIE_DIGGER,				4	 */ \ /* 		ZOMBIE_POGO,				4	 */ \ /* 		ZOMBIE_YETI,				4	 */ \ /* 		ZOMBIE_BUNGEE,				3	 */ \ /* 		ZOMBIE_LADDER,				4	 */ \ /* 		ZOMBIE_CATAPULT,			5	 */ \ /* 		ZOMBIE_GARGANTUAR,			10	 */ \ /* 		ZOMBIE_IMP,					10	 */ \ _PARAM_( 1,		s32,		BREATH_WAVE1_ZONBIE_POINTS_NUMBER ) \ /* Wave1 variety of zombies that appear */ \ /*	0	ZOMBIE_NORMAL, */ \ /*	1	ZOMBIE_FLAG, */ \ /*	2	ZOMBIE_TRAFFIC_CONE, */ \ /*	3	ZOMBIE_POLEVAULTER, */ \ /*	4	ZOMBIE_PAIL, */ \ /*	5	ZOMBIE_NEWSPAPER, */ \ /*	6	ZOMBIE_DOOR, */ \ /*	7	ZOMBIE_FOOTBALL, */ \ /*	8	ZOMBIE_DANCER, */ \ /*	9	ZOMBIE_BACKUP_DANCER, */ \ /*	10	ZOMBIE_DUCKY_TUBE, */ \ /*	11	ZOMBIE_SNORKEL, */ \ /*	12	ZOMBIE_ZAMBONI, */ \ /*	13	ZOMBIE_BOBSLED, */ \ /*	14	ZOMBIE_DOLPHIN_RIDER, */ \ /*	15	ZOMBIE_JACK_IN_THE_BOX, */ \ /*	16	ZOMBIE_BALLOON, */ \ /*	17	ZOMBIE_DIGGER, */ \ /*	18	ZOMBIE_POGO, */ \ /*	19	ZOMBIE_YETI, */ \ /*	20	ZOMBIE_BUNGEE, */ \ /*	21	ZOMBIE_LADDER, */ \ /*	22	ZOMBIE_CATAPULT, */ \ /*	23	ZOMBIE_GARGANTUAR, */ \ /*	24	ZOMBIE_IMP, */ \ /*  */ \ _PARAM_( 0,			s32,	BREATH_WAVE1_ZONBIE_TYPE_1 ) \ _PARAM_( -1,		s32,	BREATH_WAVE1_ZONBIE_TYPE_2 ) \ _PARAM_( -1,		s32,	BREATH_WAVE1_ZONBIE_TYPE_3 ) \ _PARAM_( -1,		s32,	BREATH_WAVE1_ZONBIE_TYPE_FPRCE_ROW ) \ \ /* Time that this wave starts(seconds) */ \ _PARAM_( 5,			s32,	BREATH_WAVE2_INTER ) \ /* Wave2 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 1,		s32,		BREATH_WAVE2_ZONBIE_POINTS_NUMBER ) \ /* Wave2 variety of zomies that appear */ \ _PARAM_( 0,			s32,	BREATH_WAVE2_ZONBIE_TYPE_1 ) \ _PARAM_( -1,		s32,	BREATH_WAVE2_ZONBIE_TYPE_2 ) \ _PARAM_( -1,		s32,	BREATH_WAVE2_ZONBIE_TYPE_3 ) \ _PARAM_( -1,		s32,	BREATH_WAVE2_ZONBIE_TYPE_FPRCE_ROW ) \ \ /* Time that this wave starts(seconds) */ \ _PARAM_( 10,		s32,	BREATH_WAVE3_INTER ) \ /* Wave3 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 1,			s32,		BREATH_WAVE3_ZONBIE_POINTS_NUMBER ) \ /* Wave3 variety of zomies that appear */ \ _PARAM_( 0,			s32,	BREATH_WAVE3_ZONBIE_TYPE_1 ) \ _PARAM_( -1,		s32,	BREATH_WAVE3_ZONBIE_TYPE_2 ) \ _PARAM_( -1,		s32,	BREATH_WAVE3_ZONBIE_TYPE_3 ) \ _PARAM_( -1,		s32,	BREATH_WAVE3_ZONBIE_TYPE_FPRCE_ROW ) \ \ /* Time that this wave starts(seconds) */ \ _PARAM_( 15,		s32,	BREATH_WAVE4_INTER ) \ /* Wave4 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 0,		s32,		BREATH_WAVE4_ZONBIE_POINTS_NUMBER ) \ /* Wave4 variety of zomies that appear */ \ _PARAM_( 0,			s32,	BREATH_WAVE4_ZONBIE_TYPE_1 ) \ _PARAM_( -1,		s32,	BREATH_WAVE4_ZONBIE_TYPE_2 ) \ _PARAM_( -1,		s32,	BREATH_WAVE4_ZONBIE_TYPE_3 ) \ _PARAM_( -1,		s32,	BREATH_WAVE4_ZONBIE_TYPE_FPRCE_ROW ) \ \ /* Time that this wave starts(seconds) */ \ _PARAM_( 20,		s32,	BREATH_WAVE5_INTER ) \ /* Wave5 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 0,		s32,		BREATH_WAVE5_ZONBIE_POINTS_NUMBER ) \ /* Wave5 variety of zomies that appear */ \ _PARAM_( 0,			s32,	BREATH_WAVE5_ZONBIE_TYPE_1 ) \ _PARAM_( -1,		s32,	BREATH_WAVE5_ZONBIE_TYPE_2 ) \ _PARAM_( -1,		s32,	BREATH_WAVE5_ZONBIE_TYPE_3 ) \ _PARAM_( -1,		s32,	BREATH_WAVE5_ZONBIE_TYPE_FPRCE_ROW ) \ \ /* Time that this wave starts(seconds) */ \ _PARAM_( 25,		s32,	BREATH_WAVE6_INTER ) \ /* Wave6 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 1,		s32,		BREATH_WAVE6_ZONBIE_POINTS_NUMBER ) \ /* Wave6 variety of zomies that appear */ \ _PARAM_( 2,			s32,	BREATH_WAVE6_ZONBIE_TYPE_1 ) \ _PARAM_( -1,		s32,	BREATH_WAVE6_ZONBIE_TYPE_2 ) \ _PARAM_( -1,		s32,	BREATH_WAVE6_ZONBIE_TYPE_3 ) \ _PARAM_( 0,			s32,	BREATH_WAVE6_ZONBIE_TYPE_FPRCE_ROW ) \ \ /* Time that this wave starts(seconds) */ \ _PARAM_( 30,		s32,	BREATH_WAVE7_INTER ) \ /* Wave7 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 0,		s32,		BREATH_WAVE7_ZONBIE_POINTS_NUMBER ) \ /* Wave7 variety of zomies that appear */ \ _PARAM_( -1,		s32,	BREATH_WAVE7_ZONBIE_TYPE_1 ) \ _PARAM_( -1,		s32,	BREATH_WAVE7_ZONBIE_TYPE_2 ) \ _PARAM_( -1,		s32,	BREATH_WAVE7_ZONBIE_TYPE_3 ) \ _PARAM_( 5,			s32,	BREATH_WAVE7_ZONBIE_TYPE_FPRCE_ROW ) \ \ /* Time that this wave starts(seconds) */ \ _PARAM_( 35,		s32,	BREATH_WAVE8_INTER ) \ /* Wave8 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 1,		s32,		BREATH_WAVE8_ZONBIE_POINTS_NUMBER ) \ /* Wave8 variety of zomies that appear */ \ _PARAM_( 0,			s32,	BREATH_WAVE8_ZONBIE_TYPE_1 ) \ _PARAM_( -1,		s32,	BREATH_WAVE8_ZONBIE_TYPE_2 ) \ _PARAM_( -1,		s32,	BREATH_WAVE8_ZONBIE_TYPE_3 ) \ _PARAM_( 5,			s32,	BREATH_WAVE8_ZONBIE_TYPE_FPRCE_ROW ) \ \ /* Time that this wave starts(seconds) */ \ _PARAM_( 40,		s32,	BREATH_WAVE9_INTER ) \ /* Wave9 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 0,		s32,		BREATH_WAVE9_ZONBIE_POINTS_NUMBER ) \ /* Wave9 variety of zomies that appear */ \ _PARAM_( 1,			s32,	BREATH_WAVE9_ZONBIE_TYPE_1 ) \ _PARAM_( -1,		s32,	BREATH_WAVE9_ZONBIE_TYPE_2 ) \ _PARAM_( -1,		s32,	BREATH_WAVE9_ZONBIE_TYPE_3 ) \ _PARAM_( 5,			s32,	BREATH_WAVE9_ZONBIE_TYPE_FPRCE_ROW ) \ \ /* WAVE 10  */ \ \ /* Time that this wave starts(seconds) */ \ _PARAM_( 45,		s32,	BREATH_WAVE10_INTER ) \ /* Wave10 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 1,		s32,		BREATH_WAVE10_ZONBIE_POINTS_NUMBER ) \ /* Wave10 variety of zomies that appear */ \ _PARAM_( 2,			s32,	BREATH_WAVE10_ZONBIE_TYPE_1 ) \ _PARAM_( -1,		s32,	BREATH_WAVE10_ZONBIE_TYPE_2 ) \ _PARAM_( -1,		s32,	BREATH_WAVE10_ZONBIE_TYPE_3 ) \ _PARAM_( 5,			s32,	BREATH_WAVE10_ZONBIE_TYPE_FPRCE_ROW ) \ \ /* Time that this wave starts(seconds) */ \ _PARAM_( 50,		s32,	BREATH_WAVE11_INTER ) \ /* Wave1 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 0,		s32,		BREATH_WAVE11_ZONBIE_POINTS_NUMBER ) \ /* Wave10 variety of zomies that appear */ \ _PARAM_( 0,			s32,	BREATH_WAVE11_ZONBIE_TYPE_1 ) \ _PARAM_( -1,		s32,	BREATH_WAVE11_ZONBIE_TYPE_2 ) \ _PARAM_( -1,		s32,	BREATH_WAVE11_ZONBIE_TYPE_3 ) \ _PARAM_( -1,		s32,	BREATH_WAVE11_ZONBIE_TYPE_FPRCE_ROW ) \ \ /* Time that this wave starts(seconds) */ \ _PARAM_( 55,		s32,	BREATH_WAVE12_INTER ) \ /* Wave12 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 1,		s32,		BREATH_WAVE12_ZONBIE_POINTS_NUMBER ) \ /* Wave12 variety of zomies that appear */ \ _PARAM_( 0,		s32,	BREATH_WAVE12_ZONBIE_TYPE_1 ) \ _PARAM_( -1,		s32,	BREATH_WAVE12_ZONBIE_TYPE_2 ) \ _PARAM_( -1,		s32,	BREATH_WAVE12_ZONBIE_TYPE_3 ) \ _PARAM_( 2,			s32,	BREATH_WAVE12_ZONBIE_TYPE_FPRCE_ROW ) \ \ /* Time that this wave starts(seconds) */ \ _PARAM_( 60,		s32,	BREATH_WAVE13_INTER ) \ /* Wave13 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 0,		s32,		BREATH_WAVE13_ZONBIE_POINTS_NUMBER ) \ /* Wave13 variety of zomies that appear */ \ _PARAM_( 0,		s32,	BREATH_WAVE13_ZONBIE_TYPE_1 ) \ _PARAM_( -1,		s32,	BREATH_WAVE13_ZONBIE_TYPE_2 ) \ _PARAM_( -1,		s32,	BREATH_WAVE13_ZONBIE_TYPE_3 ) \ _PARAM_( 0,			s32,	BREATH_WAVE13_ZONBIE_TYPE_FPRCE_ROW ) \ \ /* Time that this wave starts(seconds) */ \ _PARAM_( 65,		s32,	BREATH_WAVE14_INTER ) \ /* Wave14 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 1,		s32,		BREATH_WAVE14_ZONBIE_POINTS_NUMBER ) \ /* Wave14 variety of zomies that appear */ \ _PARAM_( 0,		s32,	BREATH_WAVE14_ZONBIE_TYPE_1 ) \ _PARAM_( -1,		s32,	BREATH_WAVE14_ZONBIE_TYPE_2 ) \ _PARAM_( -1,		s32,	BREATH_WAVE14_ZONBIE_TYPE_3 ) \ _PARAM_( 3,			s32,	BREATH_WAVE14_ZONBIE_TYPE_FPRCE_ROW ) \ \ /* Time that this wave starts(seconds) */ \ _PARAM_( 67,		s32,	BREATH_WAVE15_INTER ) \ /* Wave15 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 1,		s32,		BREATH_WAVE15_ZONBIE_POINTS_NUMBER ) \ /* Wave15 variety of zomies that appear */ \ _PARAM_( 0,			s32,	BREATH_WAVE15_ZONBIE_TYPE_1 ) \ _PARAM_( -1,		s32,	BREATH_WAVE15_ZONBIE_TYPE_2 ) \ _PARAM_( -1,		s32,	BREATH_WAVE15_ZONBIE_TYPE_3 ) \ _PARAM_( 5,			s32,	BREATH_WAVE15_ZONBIE_TYPE_FPRCE_ROW ) \ \ /* Time that this wave starts(seconds) */ \ _PARAM_( 75,		s32,	BREATH_WAVE16_INTER ) \ /* Wave16 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 0,		s32,		BREATH_WAVE16_ZONBIE_POINTS_NUMBER ) \ /* Wave16 variety of zomies that appear */ \ _PARAM_( 0,			s32,	BREATH_WAVE16_ZONBIE_TYPE_1 ) \ _PARAM_( -1,		s32,	BREATH_WAVE16_ZONBIE_TYPE_2 ) \ _PARAM_( -1,		s32,	BREATH_WAVE16_ZONBIE_TYPE_3 ) \ _PARAM_( 0,			s32,	BREATH_WAVE16_ZONBIE_TYPE_FPRCE_ROW ) \ \ /* Time that this wave starts(seconds) */ \ _PARAM_( 80,		s32,	BREATH_WAVE17_INTER ) \ /* Wave17 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 1,		s32,		BREATH_WAVE17_ZONBIE_POINTS_NUMBER ) \ /* Wave17 variety of zomies that appear */ \ _PARAM_( 4,			s32,	BREATH_WAVE17_ZONBIE_TYPE_1 ) \ _PARAM_( -1,		s32,	BREATH_WAVE17_ZONBIE_TYPE_2 ) \ _PARAM_( -1,		s32,	BREATH_WAVE17_ZONBIE_TYPE_3 ) \ _PARAM_( 5,			s32,	BREATH_WAVE17_ZONBIE_TYPE_FPRCE_ROW ) \ \ /* Time that this wave starts(seconds) */ \ _PARAM_( 85,		s32,	BREATH_WAVE18_INTER ) \ /* Wave18 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 0,		s32,		BREATH_WAVE18_ZONBIE_POINTS_NUMBER ) \ /* Wave18 variety of zomies that appear */ \ _PARAM_( 0,			s32,	BREATH_WAVE18_ZONBIE_TYPE_1 ) \ _PARAM_( -1,		s32,	BREATH_WAVE18_ZONBIE_TYPE_2 ) \ _PARAM_( -1,		s32,	BREATH_WAVE18_ZONBIE_TYPE_3 ) \ _PARAM_( 0,			s32,	BREATH_WAVE18_ZONBIE_TYPE_FPRCE_ROW ) \ \ /* Time that this wave starts(seconds) */ \ _PARAM_( 90,		s32,	BREATH_WAVE19_INTER ) \ /* Wave19 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 1,		s32,		BREATH_WAVE19_ZONBIE_POINTS_NUMBER ) \ /* Wave19 variety of zomies that appear */ \ _PARAM_( 0,			s32,	BREATH_WAVE19_ZONBIE_TYPE_1 ) \ _PARAM_( -1,		s32,	BREATH_WAVE19_ZONBIE_TYPE_2 ) \ _PARAM_( -1,		s32,	BREATH_WAVE19_ZONBIE_TYPE_3 ) \ _PARAM_( 0,			s32,	BREATH_WAVE19_ZONBIE_TYPE_FPRCE_ROW ) \ \ /* WAVE 20  */ \ \ /* Time that this wave starts(seconds) */ \ _PARAM_( 95,		s32,	BREATH_WAVE20_INTER ) \ /* Wave20 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 1,		s32,		BREATH_WAVE20_ZONBIE_POINTS_NUMBER ) \ /* Wave20 variety of zomies that appear */ \ _PARAM_( 0,		s32,	BREATH_WAVE20_ZONBIE_TYPE_1 ) \ _PARAM_( -1,		s32,	BREATH_WAVE20_ZONBIE_TYPE_2 ) \ _PARAM_( -1,		s32,	BREATH_WAVE20_ZONBIE_TYPE_3 ) \ _PARAM_( 3,			s32,	BREATH_WAVE20_ZONBIE_TYPE_FPRCE_ROW ) \ \ /* Time that this wave starts(seconds) */ \ _PARAM_( 100,		s32,	BREATH_WAVE21_INTER ) \ /* Wave21 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 1,		s32,		BREATH_WAVE21_ZONBIE_POINTS_NUMBER ) \ /* Wave21 variety of zomies that appear */ \ _PARAM_( 0,		s32,	BREATH_WAVE21_ZONBIE_TYPE_1 ) \ _PARAM_( -1,		s32,	BREATH_WAVE21_ZONBIE_TYPE_2 ) \ _PARAM_( -1,		s32,	BREATH_WAVE21_ZONBIE_TYPE_3 ) \ _PARAM_( 2,			s32,	BREATH_WAVE21_ZONBIE_TYPE_FPRCE_ROW ) \ \ /* Time that this wave starts(seconds) */ \ _PARAM_( 105,		s32,	BREATH_WAVE22_INTER ) \ /* Wave22 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 0,		s32,		BREATH_WAVE22_ZONBIE_POINTS_NUMBER ) \ /* Wave22 variety of zomies that appear */ \ _PARAM_( 0,			s32,	BREATH_WAVE22_ZONBIE_TYPE_1 ) \ _PARAM_( -1,		s32,	BREATH_WAVE22_ZONBIE_TYPE_2 ) \ _PARAM_( -1,		s32,	BREATH_WAVE22_ZONBIE_TYPE_3 ) \ _PARAM_( 0,			s32,	BREATH_WAVE22_ZONBIE_TYPE_FPRCE_ROW ) \ \ /* Time that this wave starts(seconds) */ \ _PARAM_( 110,		s32,	BREATH_WAVE23_INTER ) \ /* Wave23 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 0,		s32,		BREATH_WAVE23_ZONBIE_POINTS_NUMBER ) \ /* Wave23 variety of zomies that appear */ \ _PARAM_( 0,			s32,	BREATH_WAVE23_ZONBIE_TYPE_1 ) \ _PARAM_( -1,		s32,	BREATH_WAVE23_ZONBIE_TYPE_2 ) \ _PARAM_( -1,		s32,	BREATH_WAVE23_ZONBIE_TYPE_3 ) \ _PARAM_( 0,			s32,	BREATH_WAVE23_ZONBIE_TYPE_FPRCE_ROW ) \ \ /* Time that this wave starts(seconds) */ \ _PARAM_( 115,		s32,	BREATH_WAVE24_INTER ) \ /* Wave24 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 0,		s32,		BREATH_WAVE24_ZONBIE_POINTS_NUMBER ) \ /* Wave24 variety of zomies that appear */ \ _PARAM_( 0,			s32,	BREATH_WAVE24_ZONBIE_TYPE_1 ) \ _PARAM_( -1,		s32,	BREATH_WAVE24_ZONBIE_TYPE_2 ) \ _PARAM_( -1,		s32,	BREATH_WAVE24_ZONBIE_TYPE_3 ) \ _PARAM_( 0,			s32,	BREATH_WAVE24_ZONBIE_TYPE_FPRCE_ROW ) \ \ /* Time that this wave starts(seconds) */ \ _PARAM_( 120,		s32,	BREATH_WAVE25_INTER ) \ /* Wave25 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 1,		s32,		BREATH_WAVE25_ZONBIE_POINTS_NUMBER ) \ /* Wave25 variety of zomies that appear */ \ _PARAM_( 2,			s32,	BREATH_WAVE25_ZONBIE_TYPE_1 ) \ _PARAM_( -1,		s32,	BREATH_WAVE25_ZONBIE_TYPE_2 ) \ _PARAM_( -1,		s32,	BREATH_WAVE25_ZONBIE_TYPE_3 ) \ _PARAM_( 4,			s32,	BREATH_WAVE25_ZONBIE_TYPE_FPRCE_ROW ) \ \ /* Time that this wave starts(seconds) */ \ _PARAM_( 125,		s32,	BREATH_WAVE26_INTER ) \ /* Wave26 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 1,		s32,		BREATH_WAVE26_ZONBIE_POINTS_NUMBER ) \ /* Wave26 variety of zomies that appear */ \ _PARAM_( 0,			s32,	BREATH_WAVE26_ZONBIE_TYPE_1 ) \ _PARAM_( -1,		s32,	BREATH_WAVE26_ZONBIE_TYPE_2 ) \ _PARAM_( -1,		s32,	BREATH_WAVE26_ZONBIE_TYPE_3 ) \ _PARAM_( 4,			s32,	BREATH_WAVE26_ZONBIE_TYPE_FPRCE_ROW ) \ \ /* Time that this wave starts(seconds) */ \ _PARAM_( 130,		s32,	BREATH_WAVE27_INTER ) \ /* Wave27 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 0,		s32,		BREATH_WAVE27_ZONBIE_POINTS_NUMBER ) \ /* Wave27 variety of zomies that appear */ \ _PARAM_( 0,			s32,	BREATH_WAVE27_ZONBIE_TYPE_1 ) \ _PARAM_( -1,		s32,	BREATH_WAVE27_ZONBIE_TYPE_2 ) \ _PARAM_( -1,		s32,	BREATH_WAVE27_ZONBIE_TYPE_3 ) \ _PARAM_( 0,			s32,	BREATH_WAVE27_ZONBIE_TYPE_FPRCE_ROW ) \ \ /* Time that this wave starts(seconds) */ \ _PARAM_( 135,		s32,	BREATH_WAVE28_INTER ) \ /* Wave28 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 1,		s32,		BREATH_WAVE28_ZONBIE_POINTS_NUMBER ) \ /* Wave28 variety of zomies that appear */ \ _PARAM_( 0,			s32,	BREATH_WAVE28_ZONBIE_TYPE_1 ) \ _PARAM_( -1,		s32,	BREATH_WAVE28_ZONBIE_TYPE_2 ) \ _PARAM_( -1,		s32,	BREATH_WAVE28_ZONBIE_TYPE_3 ) \ _PARAM_( 5,			s32,	BREATH_WAVE28_ZONBIE_TYPE_FPRCE_ROW ) \ \ /* Time that this wave starts(seconds) */ \ _PARAM_( 140,		s32,	BREATH_WAVE29_INTER ) \ /* Wave29 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 1,		s32,		BREATH_WAVE29_ZONBIE_POINTS_NUMBER ) \ /* Wave29 variety of zomies that appear */ \ _PARAM_( 0,			s32,	BREATH_WAVE29_ZONBIE_TYPE_1 ) \ _PARAM_( -1,		s32,	BREATH_WAVE29_ZONBIE_TYPE_2 ) \ _PARAM_( -1,		s32,	BREATH_WAVE29_ZONBIE_TYPE_3 ) \ _PARAM_( 0,			s32,	BREATH_WAVE29_ZONBIE_TYPE_FPRCE_ROW ) \ \ /* WAVE 30  */ \ \ /* Time that this wave starts(seconds) */ \ _PARAM_( 145,		s32,	BREATH_WAVE30_INTER ) \ /* Wave30 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 1,		s32,		BREATH_WAVE30_ZONBIE_POINTS_NUMBER ) \ /* Wave30 variety of zomies that appear */ \ _PARAM_( 0,			s32,	BREATH_WAVE30_ZONBIE_TYPE_1 ) \ _PARAM_( -1,		s32,	BREATH_WAVE30_ZONBIE_TYPE_2 ) \ _PARAM_( -1,		s32,	BREATH_WAVE30_ZONBIE_TYPE_3 ) \ _PARAM_( 1,			s32,	BREATH_WAVE30_ZONBIE_TYPE_FPRCE_ROW ) \ \ /* Time that this wave starts(seconds) */ \ _PARAM_( 150,		s32,	BREATH_WAVE31_INTER ) \ /* Wave31 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 1,		s32,		BREATH_WAVE31_ZONBIE_POINTS_NUMBER ) \ /* Wave31 variety of zomies that appear */ \ _PARAM_( 3,			s32,	BREATH_WAVE31_ZONBIE_TYPE_1 ) \ _PARAM_( -1,		s32,	BREATH_WAVE31_ZONBIE_TYPE_2 ) \ _PARAM_( -1,		s32,	BREATH_WAVE31_ZONBIE_TYPE_3 ) \ _PARAM_( 5,			s32,	BREATH_WAVE31_ZONBIE_TYPE_FPRCE_ROW ) \ \ /* Time that this wave starts(seconds) */ \ _PARAM_( 155,		s32,	BREATH_WAVE32_INTER ) \ /* Wave32 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 0,		s32,		BREATH_WAVE32_ZONBIE_POINTS_NUMBER ) \ /* Wave32 variety of zomies that appear */ \ _PARAM_( 0,		s32,	BREATH_WAVE32_ZONBIE_TYPE_1 ) \ _PARAM_( -1,		s32,	BREATH_WAVE32_ZONBIE_TYPE_2 ) \ _PARAM_( -1,		s32,	BREATH_WAVE32_ZONBIE_TYPE_3 ) \ _PARAM_( 3,			s32,	BREATH_WAVE32_ZONBIE_TYPE_FPRCE_ROW ) \ \ /* Time that this wave starts(seconds) */ \ _PARAM_( 160,		s32,	BREATH_WAVE33_INTER ) \ /* Wave33 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 1,		s32,		BREATH_WAVE33_ZONBIE_POINTS_NUMBER ) \ /* Wave33 variety of zomies that appear */ \ _PARAM_( 0,		s32,	BREATH_WAVE33_ZONBIE_TYPE_1 ) \ _PARAM_( -1,		s32,	BREATH_WAVE33_ZONBIE_TYPE_2 ) \ _PARAM_( -1,		s32,	BREATH_WAVE33_ZONBIE_TYPE_3 ) \ _PARAM_( 3,			s32,	BREATH_WAVE33_ZONBIE_TYPE_FPRCE_ROW ) \ \ /* Time that this wave starts(seconds) */ \ _PARAM_( 165,		s32,	BREATH_WAVE34_INTER ) \ /* Wave34 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 1,		s32,		BREATH_WAVE34_ZONBIE_POINTS_NUMBER ) \ /* Wave34 variety of zomies that appear */ \ _PARAM_( 0,			s32,	BREATH_WAVE34_ZONBIE_TYPE_1 ) \ _PARAM_( -1,		s32,	BREATH_WAVE34_ZONBIE_TYPE_2 ) \ _PARAM_( -1,		s32,	BREATH_WAVE34_ZONBIE_TYPE_3 ) \ _PARAM_( 3,			s32,	BREATH_WAVE34_ZONBIE_TYPE_FPRCE_ROW ) \ \ /* Time that this wave starts(seconds) */ \ _PARAM_( 170,		s32,	BREATH_WAVE35_INTER ) \ /* Wave35 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 2,		s32,		BREATH_WAVE35_ZONBIE_POINTS_NUMBER ) \ /* Wave35 variety of zomies that appear */ \ _PARAM_( 0,			s32,	BREATH_WAVE35_ZONBIE_TYPE_1 ) \ _PARAM_( -1,		s32,	BREATH_WAVE35_ZONBIE_TYPE_2 ) \ _PARAM_( -1,		s32,	BREATH_WAVE35_ZONBIE_TYPE_3 ) \ _PARAM_( 2,			s32,	BREATH_WAVE35_ZONBIE_TYPE_FPRCE_ROW ) \ \ /* Time that this wave starts(seconds) */ \ _PARAM_( 175,		s32,	BREATH_WAVE36_INTER ) \ /* Wave36 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 1,		s32,		BREATH_WAVE36_ZONBIE_POINTS_NUMBER ) \ /* Wave36 variety of zomies that appear */ \ _PARAM_( 0,			s32,	BREATH_WAVE36_ZONBIE_TYPE_1 ) \ _PARAM_( -1,		s32,	BREATH_WAVE36_ZONBIE_TYPE_2 ) \ _PARAM_( -1,		s32,	BREATH_WAVE36_ZONBIE_TYPE_3 ) \ _PARAM_( -1,		s32,	BREATH_WAVE36_ZONBIE_TYPE_FPRCE_ROW ) \ \ /* Time that this wave starts(seconds) */ \ _PARAM_( 180,		s32,	BREATH_WAVE37_INTER ) \ /* Wave37 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 2,		s32,		BREATH_WAVE37_ZONBIE_POINTS_NUMBER ) \ /* Wave37 variety of zomies that appear */ \ _PARAM_( 2,			s32,	BREATH_WAVE37_ZONBIE_TYPE_1 ) \ _PARAM_( -1,		s32,	BREATH_WAVE37_ZONBIE_TYPE_2 ) \ _PARAM_( -1,		s32,	BREATH_WAVE37_ZONBIE_TYPE_3 ) \ _PARAM_( 4,			s32,	BREATH_WAVE37_ZONBIE_TYPE_FPRCE_ROW ) \ \ /* Time that this wave starts(seconds) */ \ _PARAM_( 185,		s32,	BREATH_WAVE38_INTER ) \ /* Wave38 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 0,		s32,		BREATH_WAVE38_ZONBIE_POINTS_NUMBER ) \ /* Wave38 variety of zomies that appear */ \ _PARAM_( 0,			s32,	BREATH_WAVE38_ZONBIE_TYPE_1 ) \ _PARAM_( -1,		s32,	BREATH_WAVE38_ZONBIE_TYPE_2 ) \ _PARAM_( -1,		s32,	BREATH_WAVE38_ZONBIE_TYPE_3 ) \ _PARAM_( 0,			s32,	BREATH_WAVE38_ZONBIE_TYPE_FPRCE_ROW ) \ \ /* Time that this wave starts(seconds) */ \ _PARAM_( 190,		s32,	BREATH_WAVE39_INTER ) \ /* Wave39 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 1,		s32,		BREATH_WAVE39_ZONBIE_POINTS_NUMBER ) \ /* Wave39 variety of zomies that appear */ \ _PARAM_( 5,			s32,	BREATH_WAVE39_ZONBIE_TYPE_1 ) \ _PARAM_( -1,		s32,	BREATH_WAVE39_ZONBIE_TYPE_2 ) \ _PARAM_( -1,		s32,	BREATH_WAVE39_ZONBIE_TYPE_3 ) \ _PARAM_( 0,		s32,	BREATH_WAVE39_ZONBIE_TYPE_FPRCE_ROW ) \ \ /* WAVE 40  */ \ \ /* Time that this wave starts(seconds) */ \ _PARAM_( 195,		s32,	BREATH_WAVE40_INTER ) \ /* Wave40 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 0,		s32,		BREATH_WAVE40_ZONBIE_POINTS_NUMBER ) \ /* Wave40 variety of zomies that appear */ \ _PARAM_( 0,			s32,	BREATH_WAVE40_ZONBIE_TYPE_1 ) \ _PARAM_( -1,		s32,	BREATH_WAVE40_ZONBIE_TYPE_2 ) \ _PARAM_( -1,		s32,	BREATH_WAVE40_ZONBIE_TYPE_3 ) \ _PARAM_( 0,			s32,	BREATH_WAVE40_ZONBIE_TYPE_FPRCE_ROW ) \ \ /* Time that this wave starts(seconds) */ \ _PARAM_( 200,		s32,	BREATH_WAVE41_INTER ) \ /* Wave41 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 1,		s32,		BREATH_WAVE41_ZONBIE_POINTS_NUMBER ) \ /* Wave41 variety of zomies that appear */ \ _PARAM_( 7,			s32,	BREATH_WAVE41_ZONBIE_TYPE_1 ) \ _PARAM_( -1,		s32,	BREATH_WAVE41_ZONBIE_TYPE_2 ) \ _PARAM_( -1,		s32,	BREATH_WAVE41_ZONBIE_TYPE_3 ) \ _PARAM_( 5,		s32,	BREATH_WAVE41_ZONBIE_TYPE_FPRCE_ROW ) \ \ /* Time that this wave starts(seconds) */ \ _PARAM_( 205,		s32,	BREATH_WAVE42_INTER ) \ /* Wave42 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 0,		s32,		BREATH_WAVE42_ZONBIE_POINTS_NUMBER ) \ /* Wave42 variety of zomies that appear */ \ _PARAM_( 0,			s32,	BREATH_WAVE42_ZONBIE_TYPE_1 ) \ _PARAM_( -1,		s32,	BREATH_WAVE42_ZONBIE_TYPE_2 ) \ _PARAM_( -1,		s32,	BREATH_WAVE42_ZONBIE_TYPE_3 ) \ _PARAM_( 0,			s32,	BREATH_WAVE42_ZONBIE_TYPE_FPRCE_ROW ) \ \ /* Time that this wave starts(seconds) */ \ _PARAM_( 210,		s32,	BREATH_WAVE43_INTER ) \ /* Wave43 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 0,		s32,		BREATH_WAVE43_ZONBIE_POINTS_NUMBER ) \ /* Wave43 variety of zomies that appear */ \ _PARAM_( 0,			s32,	BREATH_WAVE43_ZONBIE_TYPE_1 ) \ _PARAM_( -1,		s32,	BREATH_WAVE43_ZONBIE_TYPE_2 ) \ _PARAM_( -1,		s32,	BREATH_WAVE43_ZONBIE_TYPE_3 ) \ _PARAM_( 0,			s32,	BREATH_WAVE43_ZONBIE_TYPE_FPRCE_ROW ) \ \ /* Time that this wave starts(seconds) */ \ _PARAM_( 215,		s32,	BREATH_WAVE44_INTER ) \ /* Wave44 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 0,		s32,		BREATH_WAVE44_ZONBIE_POINTS_NUMBER ) \ /* Wave44 variety of zomies that appear */ \ _PARAM_( 0,			s32,	BREATH_WAVE44_ZONBIE_TYPE_1 ) \ _PARAM_( -1,		s32,	BREATH_WAVE44_ZONBIE_TYPE_2 ) \ _PARAM_( -1,		s32,	BREATH_WAVE44_ZONBIE_TYPE_3 ) \ _PARAM_( 4,		s32,	BREATH_WAVE44_ZONBIE_TYPE_FPRCE_ROW ) \ \ /* Time that this wave starts(seconds) */ \ _PARAM_( 220,		s32,	BREATH_WAVE45_INTER ) \ /* Wave45 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 0,		s32,		BREATH_WAVE45_ZONBIE_POINTS_NUMBER ) \ /* Wave45 variety of zomies that appear */ \ _PARAM_( 0,		s32,	BREATH_WAVE45_ZONBIE_TYPE_1 ) \ _PARAM_( -1,		s32,	BREATH_WAVE45_ZONBIE_TYPE_2 ) \ _PARAM_( -1,		s32,	BREATH_WAVE45_ZONBIE_TYPE_3 ) \ _PARAM_( 3,			s32,	BREATH_WAVE45_ZONBIE_TYPE_FPRCE_ROW ) \ \ /* Time that this wave starts(seconds) */ \ _PARAM_( 225,		s32,	BREATH_WAVE46_INTER ) \ /* Wave46 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 0,		s32,		BREATH_WAVE46_ZONBIE_POINTS_NUMBER ) \ /* Wave46 variety of zomies that appear */ \ _PARAM_( 0,			s32,	BREATH_WAVE46_ZONBIE_TYPE_1 ) \ _PARAM_( -1,		s32,	BREATH_WAVE46_ZONBIE_TYPE_2 ) \ _PARAM_( -1,		s32,	BREATH_WAVE46_ZONBIE_TYPE_3 ) \ _PARAM_( 0,		s32,	BREATH_WAVE46_ZONBIE_TYPE_FPRCE_ROW ) \ \ /* Time that this wave starts(seconds) */ \ _PARAM_( 230,		s32,	BREATH_WAVE47_INTER ) \ /* Wave47 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 0,		s32,		BREATH_WAVE47_ZONBIE_POINTS_NUMBER ) \ /* Wave47 variety of zomies that appear */ \ _PARAM_( 0,			s32,	BREATH_WAVE47_ZONBIE_TYPE_1 ) \ _PARAM_( -1,		s32,	BREATH_WAVE47_ZONBIE_TYPE_2 ) \ _PARAM_( -1,		s32,	BREATH_WAVE47_ZONBIE_TYPE_3 ) \ _PARAM_( 0,			s32,	BREATH_WAVE47_ZONBIE_TYPE_FPRCE_ROW ) \ \ /* Time that this wave starts(seconds) */ \ _PARAM_( 235,		s32,	BREATH_WAVE48_INTER ) \ /* Wave48 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 0,		s32,		BREATH_WAVE48_ZONBIE_POINTS_NUMBER ) \ /* Wave48 variety of zomies that appear */ \ _PARAM_( 0,			s32,	BREATH_WAVE48_ZONBIE_TYPE_1 ) \ _PARAM_( -1,		s32,	BREATH_WAVE48_ZONBIE_TYPE_2 ) \ _PARAM_( -1,		s32,	BREATH_WAVE48_ZONBIE_TYPE_3 ) \ _PARAM_( 0,			s32,	BREATH_WAVE48_ZONBIE_TYPE_FPRCE_ROW ) \ \ \ \ \ /* PeaShooter maximum quantity ([no limit]0 - 5 or more)*/ \ _PARAM_( 0,		s32,	BREATH_PEASHOOTER_NUMBER ) \ \ /* PeaShooters on conveyer flow-rate establishment (0 - 100)*/ \ _PARAM_( 90,	s32,	BREATH_CONVEYER_PEASHOOTER_RATE ) \ \ /* CherryBombs on conveyer flow-rate establishment (0 - 100)*/ \ _PARAM_( 10,	s32,	BREATH_CONVEYER_CHERRYBOMB_RATE ) \ \ /* Movement option (0:selected only while touching 1:selcted after a single touch) */ \ _PARAM_( 1,		s32,	BREATH_TOUCH_RELEASE_MODE ) \ \ \ \ \ \ \ \ \ /*--*/ \ /* Mini-game「I shooter」(Breath) parameters */ \ /*  ※Use caution because at least things 3-5 are unique  */ \ /*  ※Applied when game is selected from mini-game menu */ \ /*--*/ \ /* plant １ cycles that weaken (seconds) */ \ _PARAM_( 48,		s32,	BREATH_MINIGAME_PLANT1_WEAK_TIME_1 ) \ _PARAM_( 84,		s32,	BREATH_MINIGAME_PLANT1_WEAK_TIME_2 ) \ _PARAM_( 144,		s32,	BREATH_MINIGAME_PLANT1_WEAK_TIME_3 ) \ _PARAM_( 166,		s32,	BREATH_MINIGAME_PLANT1_WEAK_TIME_4 ) \ _PARAM_( 186,		s32,	BREATH_MINIGAME_PLANT1_WEAK_TIME_5 ) \ _PARAM_( 206,		s32,	BREATH_MINIGAME_PLANT1_WEAK_TIME_6 ) \ _PARAM_( 226,		s32,	BREATH_MINIGAME_PLANT1_WEAK_TIME_7 ) \ _PARAM_( 246,		s32,	BREATH_MINIGAME_PLANT1_WEAK_TIME_8 ) \ _PARAM_( 266,		s32,	BREATH_MINIGAME_PLANT1_WEAK_TIME_9 ) \ _PARAM_( 286,		s32,	BREATH_MINIGAME_PLANT1_WEAK_TIME_10 ) \ \ /* plant ２ cycles that weaken (seconds) */ \ _PARAM_( 83,		s32,	BREATH_MINIGAME_PLANT2_WEAK_TIME_1 ) \ _PARAM_( 84,		s32,	BREATH_MINIGAME_PLANT2_WEAK_TIME_2 ) \ _PARAM_( 108,		s32,	BREATH_MINIGAME_PLANT2_WEAK_TIME_3 ) \ _PARAM_( 170,		s32,	BREATH_MINIGAME_PLANT2_WEAK_TIME_4 ) \ _PARAM_( 190,		s32,	BREATH_MINIGAME_PLANT2_WEAK_TIME_5 ) \ _PARAM_( 230,		s32,	BREATH_MINIGAME_PLANT2_WEAK_TIME_6 ) \ _PARAM_( 270,		s32,	BREATH_MINIGAME_PLANT2_WEAK_TIME_7 ) \ _PARAM_( 310,		s32,	BREATH_MINIGAME_PLANT2_WEAK_TIME_8 ) \ _PARAM_( 350,		s32,	BREATH_MINIGAME_PLANT2_WEAK_TIME_9 ) \ _PARAM_( 390,		s32,	BREATH_MINIGAME_PLANT2_WEAK_TIME_10 ) \ \ /* plant ３ cycles that weaken (seconds) */ \ _PARAM_( 24,		s32,	BREATH_MINIGAME_PLANT3_WEAK_TIME_1 ) \ _PARAM_( 72,		s32,	BREATH_MINIGAME_PLANT3_WEAK_TIME_2 ) \ _PARAM_( 120,		s32,	BREATH_MINIGAME_PLANT3_WEAK_TIME_3 ) \ _PARAM_( 140,		s32,	BREATH_MINIGAME_PLANT3_WEAK_TIME_4 ) \ _PARAM_( 180,		s32,	BREATH_MINIGAME_PLANT3_WEAK_TIME_5 ) \ _PARAM_( 210,		s32,	BREATH_MINIGAME_PLANT3_WEAK_TIME_6 ) \ _PARAM_( 240,		s32,	BREATH_MINIGAME_PLANT3_WEAK_TIME_7 ) \ _PARAM_( 270,		s32,	BREATH_MINIGAME_PLANT3_WEAK_TIME_8 ) \ _PARAM_( 300,		s32,	BREATH_MINIGAME_PLANT3_WEAK_TIME_9 ) \ _PARAM_( 330,		s32,	BREATH_MINIGAME_PLANT3_WEAK_TIME_10 ) \ \ /* plant ４ cycles that weaken (seconds) */ \ _PARAM_( 48,		s32,	BREATH_MINIGAME_PLANT4_WEAK_TIME_1 ) \ _PARAM_( 84,		s32,	BREATH_MINIGAME_PLANT4_WEAK_TIME_2 ) \ _PARAM_( 132,		s32,	BREATH_MINIGAME_PLANT4_WEAK_TIME_3 ) \ _PARAM_( 154,		s32,	BREATH_MINIGAME_PLANT4_WEAK_TIME_4 ) \ _PARAM_( 194,		s32,	BREATH_MINIGAME_PLANT4_WEAK_TIME_5 ) \ _PARAM_( 224,		s32,	BREATH_MINIGAME_PLANT4_WEAK_TIME_6 ) \ _PARAM_( 254,		s32,	BREATH_MINIGAME_PLANT4_WEAK_TIME_7 ) \ _PARAM_( 284,		s32,	BREATH_MINIGAME_PLANT4_WEAK_TIME_8 ) \ _PARAM_( 314,		s32,	BREATH_MINIGAME_PLANT4_WEAK_TIME_9 ) \ _PARAM_( 344,		s32,	BREATH_MINIGAME_PLANT4_WEAK_TIME_10 ) \ \ \ /* Number of times of whole wave (MAX : 47) */ \ _PARAM_( 47,		s32,	BREATH_MINIGAME_ZOMBIE_WAVE_NUM ) \ \ /* Time that this wave starts(seconds) */ \ /* ※ Fixed at '0' at start！ Do *NOT* change this! */ \ _PARAM_( 0,		s32,	BREATH_MINIGAME_WAVE1_INTER ) \ /* Wave1 zombie appearance constants (few:1 ～ 10:many) */ \ /*	Necessary when they're forced to appear(cost) */ \ /* 		ZOMBIE_NORMAL,				1	 */ \ /* 		ZOMBIE_FLAG,				1	 */ \ /* 		ZOMBIE_TRAFFIC_CONE,		2	 */ \ /* 		ZOMBIE_POLEVAULTER,			2	 */ \ /* 		ZOMBIE_PAIL,				4	 */ \ /* 		ZOMBIE_NEWSPAPER,			2	 */ \ /* 		ZOMBIE_DOOR,				4	 */ \ /* 		ZOMBIE_FOOTBALL,			7	 */ \ /* 		ZOMBIE_DANCER,				5	 */ \ /* 		ZOMBIE_BACKUP_DANCER,		1	 */ \ /* 		ZOMBIE_DUCKY_TUBE,			1	 */ \ /* 		ZOMBIE_SNORKEL,				3	 */ \ /* 		ZOMBIE_ZAMBONI,				7	 */ \ /* 		ZOMBIE_BOBSLED,				3	 */ \ /* 		ZOMBIE_DOLPHIN_RIDER,		3	 */ \ /* 		ZOMBIE_JACK_IN_THE_BOX,		3	 */ \ /* 		ZOMBIE_BALLOON,				2	 */ \ /* 		ZOMBIE_DIGGER,				4	 */ \ /* 		ZOMBIE_POGO,				4	 */ \ /* 		ZOMBIE_YETI,				4	 */ \ /* 		ZOMBIE_BUNGEE,				3	 */ \ /* 		ZOMBIE_LADDER,				4	 */ \ /* 		ZOMBIE_CATAPULT,			5	 */ \ /* 		ZOMBIE_GARGANTUAR,			10	 */ \ /* 		ZOMBIE_IMP,					10	 */ \ _PARAM_( 1,		s32,		BREATH_MINIGAME_WAVE1_ZONBIE_POINTS_NUMBER ) \ /* Wave1 variety of zomies that appear */ \ /*	0	ZOMBIE_NORMAL, */ \ /*	1	ZOMBIE_FLAG, */ \ /*	2	ZOMBIE_TRAFFIC_CONE, */ \ /*	3	ZOMBIE_POLEVAULTER, */ \ /*	4	ZOMBIE_PAIL, */ \ /*	5	ZOMBIE_NEWSPAPER, */ \ /*	6	ZOMBIE_DOOR, */ \ /*	7	ZOMBIE_FOOTBALL, */ \ /*	8	ZOMBIE_DANCER, */ \ /*	9	ZOMBIE_BACKUP_DANCER, */ \ /*	10	ZOMBIE_DUCKY_TUBE, */ \ /*	11	ZOMBIE_SNORKEL, */ \ /*	12	ZOMBIE_ZAMBONI, */ \ /*	13	ZOMBIE_BOBSLED, */ \ /*	14	ZOMBIE_DOLPHIN_RIDER, */ \ /*	15	ZOMBIE_JACK_IN_THE_BOX, */ \ /*	16	ZOMBIE_BALLOON, */ \ /*	17	ZOMBIE_DIGGER, */ \ /*	18	ZOMBIE_POGO, */ \ /*	19	ZOMBIE_YETI, */ \ /*	20	ZOMBIE_BUNGEE, */ \ /*	21	ZOMBIE_LADDER, */ \ /*	22	ZOMBIE_CATAPULT, */ \ /*	23	ZOMBIE_GARGANTUAR, */ \ /*	24	ZOMBIE_IMP, */ \ /*  */ \ _PARAM_( 2,			s32,	BREATH_MINIGAME_WAVE1_ZONBIE_TYPE_1 ) \ _PARAM_( -1,		s32,	BREATH_MINIGAME_WAVE1_ZONBIE_TYPE_2 ) \ _PARAM_( -1,		s32,	BREATH_MINIGAME_WAVE1_ZONBIE_TYPE_3 ) \ _PARAM_( -1,		s32,	BREATH_MINIGAME_WAVE1_ZONBIE_TYPE_FPRCE_ROW ) \ \ /* Time that this wave starts(seconds) */ \ _PARAM_( 5,			s32,	BREATH_MINIGAME_WAVE2_INTER ) \ /* Wave2 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 0,		s32,		BREATH_MINIGAME_WAVE2_ZONBIE_POINTS_NUMBER ) \ /* Wave2 variety of zomies that appear */ \ _PARAM_( 2,			s32,	BREATH_MINIGAME_WAVE2_ZONBIE_TYPE_1 ) \ _PARAM_( -1,		s32,	BREATH_MINIGAME_WAVE2_ZONBIE_TYPE_2 ) \ _PARAM_( -1,		s32,	BREATH_MINIGAME_WAVE2_ZONBIE_TYPE_3 ) \ _PARAM_( -1,		s32,	BREATH_MINIGAME_WAVE2_ZONBIE_TYPE_FPRCE_ROW ) \ \ /* Time that this wave starts(seconds) */ \ _PARAM_( 10,		s32,	BREATH_MINIGAME_WAVE3_INTER ) \ /* Wave3 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 1,			s32,		BREATH_MINIGAME_WAVE3_ZONBIE_POINTS_NUMBER ) \ /* Wave3 variety of zomies that appear */ \ _PARAM_( 2,			s32,	BREATH_MINIGAME_WAVE3_ZONBIE_TYPE_1 ) \ _PARAM_( -1,		s32,	BREATH_MINIGAME_WAVE3_ZONBIE_TYPE_2 ) \ _PARAM_( -1,		s32,	BREATH_MINIGAME_WAVE3_ZONBIE_TYPE_3 ) \ _PARAM_( -1,		s32,	BREATH_MINIGAME_WAVE3_ZONBIE_TYPE_FPRCE_ROW ) \ \ /* Time that this wave starts(seconds) */ \ _PARAM_( 15,		s32,	BREATH_MINIGAME_WAVE4_INTER ) \ /* Wave4 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 1,		s32,		BREATH_MINIGAME_WAVE4_ZONBIE_POINTS_NUMBER ) \ /* Wave4 variety of zomies that appear */ \ _PARAM_( 4,			s32,	BREATH_MINIGAME_WAVE4_ZONBIE_TYPE_1 ) \ _PARAM_( -1,		s32,	BREATH_MINIGAME_WAVE4_ZONBIE_TYPE_2 ) \ _PARAM_( -1,		s32,	BREATH_MINIGAME_WAVE4_ZONBIE_TYPE_3 ) \ _PARAM_( -1,		s32,	BREATH_MINIGAME_WAVE4_ZONBIE_TYPE_FPRCE_ROW ) \ \ /* Time that this wave starts(seconds) */ \ _PARAM_( 20,		s32,	BREATH_MINIGAME_WAVE5_INTER ) \ /* Wave5 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 0,		s32,		BREATH_MINIGAME_WAVE5_ZONBIE_POINTS_NUMBER ) \ /* Wave5 variety of zomies that appear */ \ _PARAM_( 4,			s32,	BREATH_MINIGAME_WAVE5_ZONBIE_TYPE_1 ) \ _PARAM_( -1,		s32,	BREATH_MINIGAME_WAVE5_ZONBIE_TYPE_2 ) \ _PARAM_( -1,		s32,	BREATH_MINIGAME_WAVE5_ZONBIE_TYPE_3 ) \ _PARAM_( -1,		s32,	BREATH_MINIGAME_WAVE5_ZONBIE_TYPE_FPRCE_ROW ) \ \ /* Time that this wave starts(seconds) */ \ _PARAM_( 25,		s32,	BREATH_MINIGAME_WAVE6_INTER ) \ /* Wave6 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 0,		s32,		BREATH_MINIGAME_WAVE6_ZONBIE_POINTS_NUMBER ) \ /* Wave6 variety of zomies that appear */ \ _PARAM_( 2,			s32,	BREATH_MINIGAME_WAVE6_ZONBIE_TYPE_1 ) \ _PARAM_( -1,		s32,	BREATH_MINIGAME_WAVE6_ZONBIE_TYPE_2 ) \ _PARAM_( -1,		s32,	BREATH_MINIGAME_WAVE6_ZONBIE_TYPE_3 ) \ _PARAM_( 0,			s32,	BREATH_MINIGAME_WAVE6_ZONBIE_TYPE_FPRCE_ROW ) \ \ /* Time that this wave starts(seconds) */ \ _PARAM_( 30,		s32,	BREATH_MINIGAME_WAVE7_INTER ) \ /* Wave7 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 0,		s32,		BREATH_MINIGAME_WAVE7_ZONBIE_POINTS_NUMBER ) \ /* Wave7 variety of zomies that appear */ \ _PARAM_( -1,		s32,	BREATH_MINIGAME_WAVE7_ZONBIE_TYPE_1 ) \ _PARAM_( -1,		s32,	BREATH_MINIGAME_WAVE7_ZONBIE_TYPE_2 ) \ _PARAM_( -1,		s32,	BREATH_MINIGAME_WAVE7_ZONBIE_TYPE_3 ) \ _PARAM_( 5,			s32,	BREATH_MINIGAME_WAVE7_ZONBIE_TYPE_FPRCE_ROW ) \ \ /* Time that this wave starts(seconds) */ \ _PARAM_( 35,		s32,	BREATH_MINIGAME_WAVE8_INTER ) \ /* Wave8 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 1,		s32,		BREATH_MINIGAME_WAVE8_ZONBIE_POINTS_NUMBER ) \ /* Wave8 variety of zomies that appear */ \ _PARAM_( 3,			s32,	BREATH_MINIGAME_WAVE8_ZONBIE_TYPE_1 ) \ _PARAM_( -1,		s32,	BREATH_MINIGAME_WAVE8_ZONBIE_TYPE_2 ) \ _PARAM_( -1,		s32,	BREATH_MINIGAME_WAVE8_ZONBIE_TYPE_3 ) \ _PARAM_( 5,			s32,	BREATH_MINIGAME_WAVE8_ZONBIE_TYPE_FPRCE_ROW ) \ \ /* Time that this wave starts(seconds) */ \ _PARAM_( 40,		s32,	BREATH_MINIGAME_WAVE9_INTER ) \ /* Wave9 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 0,		s32,		BREATH_MINIGAME_WAVE9_ZONBIE_POINTS_NUMBER ) \ /* Wave9 variety of zomies that appear */ \ _PARAM_( 2,			s32,	BREATH_MINIGAME_WAVE9_ZONBIE_TYPE_1 ) \ _PARAM_( -1,		s32,	BREATH_MINIGAME_WAVE9_ZONBIE_TYPE_2 ) \ _PARAM_( -1,		s32,	BREATH_MINIGAME_WAVE9_ZONBIE_TYPE_3 ) \ _PARAM_( 5,			s32,	BREATH_MINIGAME_WAVE9_ZONBIE_TYPE_FPRCE_ROW ) \ \ /* WAVE 10  */ \ \ /* Time that this wave starts(seconds) */ \ _PARAM_( 45,		s32,	BREATH_MINIGAME_WAVE10_INTER ) \ /* Wave10 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 1,		s32,		BREATH_MINIGAME_WAVE10_ZONBIE_POINTS_NUMBER ) \ /* Wave10 variety of zomies that appear */ \ _PARAM_( 4,			s32,	BREATH_MINIGAME_WAVE10_ZONBIE_TYPE_1 ) \ _PARAM_( -1,		s32,	BREATH_MINIGAME_WAVE10_ZONBIE_TYPE_2 ) \ _PARAM_( -1,		s32,	BREATH_MINIGAME_WAVE10_ZONBIE_TYPE_3 ) \ _PARAM_( 5,			s32,	BREATH_MINIGAME_WAVE10_ZONBIE_TYPE_FPRCE_ROW ) \ \ /* Time that this wave starts(seconds) */ \ _PARAM_( 50,		s32,	BREATH_MINIGAME_WAVE11_INTER ) \ /* Wave1 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 0,		s32,		BREATH_MINIGAME_WAVE11_ZONBIE_POINTS_NUMBER ) \ /* Wave10 variety of zomies that appear */ \ _PARAM_( 5,			s32,	BREATH_MINIGAME_WAVE11_ZONBIE_TYPE_1 ) \ _PARAM_( -1,		s32,	BREATH_MINIGAME_WAVE11_ZONBIE_TYPE_2 ) \ _PARAM_( -1,		s32,	BREATH_MINIGAME_WAVE11_ZONBIE_TYPE_3 ) \ _PARAM_( -1,		s32,	BREATH_MINIGAME_WAVE11_ZONBIE_TYPE_FPRCE_ROW ) \ \ /* Time that this wave starts(seconds) */ \ _PARAM_( 55,		s32,	BREATH_MINIGAME_WAVE12_INTER ) \ /* Wave12 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 0,		s32,		BREATH_MINIGAME_WAVE12_ZONBIE_POINTS_NUMBER ) \ /* Wave12 variety of zomies that appear */ \ _PARAM_( 6,		s32,	BREATH_MINIGAME_WAVE12_ZONBIE_TYPE_1 ) \ _PARAM_( -1,		s32,	BREATH_MINIGAME_WAVE12_ZONBIE_TYPE_2 ) \ _PARAM_( -1,		s32,	BREATH_MINIGAME_WAVE12_ZONBIE_TYPE_3 ) \ _PARAM_( 2,			s32,	BREATH_MINIGAME_WAVE12_ZONBIE_TYPE_FPRCE_ROW ) \ \ /* Time that this wave starts(seconds) */ \ _PARAM_( 60,		s32,	BREATH_MINIGAME_WAVE13_INTER ) \ /* Wave13 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 0,		s32,		BREATH_MINIGAME_WAVE13_ZONBIE_POINTS_NUMBER ) \ /* Wave13 variety of zomies that appear */ \ _PARAM_( 6,		s32,	BREATH_MINIGAME_WAVE13_ZONBIE_TYPE_1 ) \ _PARAM_( -1,		s32,	BREATH_MINIGAME_WAVE13_ZONBIE_TYPE_2 ) \ _PARAM_( -1,		s32,	BREATH_MINIGAME_WAVE13_ZONBIE_TYPE_3 ) \ _PARAM_( 0,			s32,	BREATH_MINIGAME_WAVE13_ZONBIE_TYPE_FPRCE_ROW ) \ \ /* Time that this wave starts(seconds) */ \ _PARAM_( 65,		s32,	BREATH_MINIGAME_WAVE14_INTER ) \ /* Wave14 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 0,		s32,		BREATH_MINIGAME_WAVE14_ZONBIE_POINTS_NUMBER ) \ /* Wave14 variety of zomies that appear */ \ _PARAM_( 2,		s32,	BREATH_MINIGAME_WAVE14_ZONBIE_TYPE_1 ) \ _PARAM_( -1,		s32,	BREATH_MINIGAME_WAVE14_ZONBIE_TYPE_2 ) \ _PARAM_( -1,		s32,	BREATH_MINIGAME_WAVE14_ZONBIE_TYPE_3 ) \ _PARAM_( 3,			s32,	BREATH_MINIGAME_WAVE14_ZONBIE_TYPE_FPRCE_ROW ) \ \ /* Time that this wave starts(seconds) */ \ _PARAM_( 67,		s32,	BREATH_MINIGAME_WAVE15_INTER ) \ /* Wave15 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 1,		s32,		BREATH_MINIGAME_WAVE15_ZONBIE_POINTS_NUMBER ) \ /* Wave15 variety of zomies that appear */ \ _PARAM_( 2,			s32,	BREATH_MINIGAME_WAVE15_ZONBIE_TYPE_1 ) \ _PARAM_( -1,		s32,	BREATH_MINIGAME_WAVE15_ZONBIE_TYPE_2 ) \ _PARAM_( -1,		s32,	BREATH_MINIGAME_WAVE15_ZONBIE_TYPE_3 ) \ _PARAM_( 5,			s32,	BREATH_MINIGAME_WAVE15_ZONBIE_TYPE_FPRCE_ROW ) \ \ /* Time that this wave starts(seconds) */ \ _PARAM_( 75,		s32,	BREATH_MINIGAME_WAVE16_INTER ) \ /* Wave16 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 0,		s32,		BREATH_MINIGAME_WAVE16_ZONBIE_POINTS_NUMBER ) \ /* Wave16 variety of zomies that appear */ \ _PARAM_( 7,			s32,	BREATH_MINIGAME_WAVE16_ZONBIE_TYPE_1 ) \ _PARAM_( -1,		s32,	BREATH_MINIGAME_WAVE16_ZONBIE_TYPE_2 ) \ _PARAM_( -1,		s32,	BREATH_MINIGAME_WAVE16_ZONBIE_TYPE_3 ) \ _PARAM_( 0,			s32,	BREATH_MINIGAME_WAVE16_ZONBIE_TYPE_FPRCE_ROW ) \ \ /* Time that this wave starts(seconds) */ \ _PARAM_( 80,		s32,	BREATH_MINIGAME_WAVE17_INTER ) \ /* Wave17 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 1,		s32,		BREATH_MINIGAME_WAVE17_ZONBIE_POINTS_NUMBER ) \ /* Wave17 variety of zomies that appear */ \ _PARAM_( 2,			s32,	BREATH_MINIGAME_WAVE17_ZONBIE_TYPE_1 ) \ _PARAM_( -1,		s32,	BREATH_MINIGAME_WAVE17_ZONBIE_TYPE_2 ) \ _PARAM_( -1,		s32,	BREATH_MINIGAME_WAVE17_ZONBIE_TYPE_3 ) \ _PARAM_( 5,			s32,	BREATH_MINIGAME_WAVE17_ZONBIE_TYPE_FPRCE_ROW ) \ \ /* Time that this wave starts(seconds) */ \ _PARAM_( 85,		s32,	BREATH_MINIGAME_WAVE18_INTER ) \ /* Wave18 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 0,		s32,		BREATH_MINIGAME_WAVE18_ZONBIE_POINTS_NUMBER ) \ /* Wave18 variety of zomies that appear */ \ _PARAM_( 5,			s32,	BREATH_MINIGAME_WAVE18_ZONBIE_TYPE_1 ) \ _PARAM_( -1,		s32,	BREATH_MINIGAME_WAVE18_ZONBIE_TYPE_2 ) \ _PARAM_( -1,		s32,	BREATH_MINIGAME_WAVE18_ZONBIE_TYPE_3 ) \ _PARAM_( 0,			s32,	BREATH_MINIGAME_WAVE18_ZONBIE_TYPE_FPRCE_ROW ) \ \ /* Time that this wave starts(seconds) */ \ _PARAM_( 90,		s32,	BREATH_MINIGAME_WAVE19_INTER ) \ /* Wave19 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 1,		s32,		BREATH_MINIGAME_WAVE19_ZONBIE_POINTS_NUMBER ) \ /* Wave19 variety of zomies that appear */ \ _PARAM_( 2,			s32,	BREATH_MINIGAME_WAVE19_ZONBIE_TYPE_1 ) \ _PARAM_( -1,		s32,	BREATH_MINIGAME_WAVE19_ZONBIE_TYPE_2 ) \ _PARAM_( -1,		s32,	BREATH_MINIGAME_WAVE19_ZONBIE_TYPE_3 ) \ _PARAM_( 0,			s32,	BREATH_MINIGAME_WAVE19_ZONBIE_TYPE_FPRCE_ROW ) \ \ /* WAVE 20  */ \ \ /* Time that this wave starts(seconds) */ \ _PARAM_( 95,		s32,	BREATH_MINIGAME_WAVE20_INTER ) \ /* Wave20 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 0,		s32,		BREATH_MINIGAME_WAVE20_ZONBIE_POINTS_NUMBER ) \ /* Wave20 variety of zomies that appear */ \ _PARAM_( 3,		s32,	BREATH_MINIGAME_WAVE20_ZONBIE_TYPE_1 ) \ _PARAM_( -1,		s32,	BREATH_MINIGAME_WAVE20_ZONBIE_TYPE_2 ) \ _PARAM_( -1,		s32,	BREATH_MINIGAME_WAVE20_ZONBIE_TYPE_3 ) \ _PARAM_( 3,			s32,	BREATH_MINIGAME_WAVE20_ZONBIE_TYPE_FPRCE_ROW ) \ \ /* Time that this wave starts(seconds) */ \ _PARAM_( 100,		s32,	BREATH_MINIGAME_WAVE21_INTER ) \ /* Wave21 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 0,		s32,		BREATH_MINIGAME_WAVE21_ZONBIE_POINTS_NUMBER ) \ /* Wave21 variety of zomies that appear */ \ _PARAM_( 5,		s32,	BREATH_MINIGAME_WAVE21_ZONBIE_TYPE_1 ) \ _PARAM_( -1,		s32,	BREATH_MINIGAME_WAVE21_ZONBIE_TYPE_2 ) \ _PARAM_( -1,		s32,	BREATH_MINIGAME_WAVE21_ZONBIE_TYPE_3 ) \ _PARAM_( 2,			s32,	BREATH_MINIGAME_WAVE21_ZONBIE_TYPE_FPRCE_ROW ) \ \ /* Time that this wave starts(seconds) */ \ _PARAM_( 105,		s32,	BREATH_MINIGAME_WAVE22_INTER ) \ /* Wave22 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 1,		s32,		BREATH_MINIGAME_WAVE22_ZONBIE_POINTS_NUMBER ) \ /* Wave22 variety of zomies that appear */ \ _PARAM_( 6,			s32,	BREATH_MINIGAME_WAVE22_ZONBIE_TYPE_1 ) \ _PARAM_( -1,		s32,	BREATH_MINIGAME_WAVE22_ZONBIE_TYPE_2 ) \ _PARAM_( -1,		s32,	BREATH_MINIGAME_WAVE22_ZONBIE_TYPE_3 ) \ _PARAM_( 0,			s32,	BREATH_MINIGAME_WAVE22_ZONBIE_TYPE_FPRCE_ROW ) \ \ /* Time that this wave starts(seconds) */ \ _PARAM_( 110,		s32,	BREATH_MINIGAME_WAVE23_INTER ) \ /* Wave23 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 0,		s32,		BREATH_MINIGAME_WAVE23_ZONBIE_POINTS_NUMBER ) \ /* Wave23 variety of zomies that appear */ \ _PARAM_( 2,			s32,	BREATH_MINIGAME_WAVE23_ZONBIE_TYPE_1 ) \ _PARAM_( -1,		s32,	BREATH_MINIGAME_WAVE23_ZONBIE_TYPE_2 ) \ _PARAM_( -1,		s32,	BREATH_MINIGAME_WAVE23_ZONBIE_TYPE_3 ) \ _PARAM_( 0,			s32,	BREATH_MINIGAME_WAVE23_ZONBIE_TYPE_FPRCE_ROW ) \ \ /* Time that this wave starts(seconds) */ \ _PARAM_( 115,		s32,	BREATH_MINIGAME_WAVE24_INTER ) \ /* Wave24 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 0,		s32,		BREATH_MINIGAME_WAVE24_ZONBIE_POINTS_NUMBER ) \ /* Wave24 variety of zomies that appear */ \ _PARAM_( 2,			s32,	BREATH_MINIGAME_WAVE24_ZONBIE_TYPE_1 ) \ _PARAM_( -1,		s32,	BREATH_MINIGAME_WAVE24_ZONBIE_TYPE_2 ) \ _PARAM_( -1,		s32,	BREATH_MINIGAME_WAVE24_ZONBIE_TYPE_3 ) \ _PARAM_( 0,			s32,	BREATH_MINIGAME_WAVE24_ZONBIE_TYPE_FPRCE_ROW ) \ \ /* Time that this wave starts(seconds) */ \ _PARAM_( 120,		s32,	BREATH_MINIGAME_WAVE25_INTER ) \ /* Wave25 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 0,		s32,		BREATH_MINIGAME_WAVE25_ZONBIE_POINTS_NUMBER ) \ /* Wave25 variety of zomies that appear */ \ _PARAM_( 2,			s32,	BREATH_MINIGAME_WAVE25_ZONBIE_TYPE_1 ) \ _PARAM_( -1,		s32,	BREATH_MINIGAME_WAVE25_ZONBIE_TYPE_2 ) \ _PARAM_( -1,		s32,	BREATH_MINIGAME_WAVE25_ZONBIE_TYPE_3 ) \ _PARAM_( 4,			s32,	BREATH_MINIGAME_WAVE25_ZONBIE_TYPE_FPRCE_ROW ) \ \ /* Time that this wave starts(seconds) */ \ _PARAM_( 125,		s32,	BREATH_MINIGAME_WAVE26_INTER ) \ /* Wave26 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 1,		s32,		BREATH_MINIGAME_WAVE26_ZONBIE_POINTS_NUMBER ) \ /* Wave26 variety of zomies that appear */ \ _PARAM_( 2,			s32,	BREATH_MINIGAME_WAVE26_ZONBIE_TYPE_1 ) \ _PARAM_( -1,		s32,	BREATH_MINIGAME_WAVE26_ZONBIE_TYPE_2 ) \ _PARAM_( -1,		s32,	BREATH_MINIGAME_WAVE26_ZONBIE_TYPE_3 ) \ _PARAM_( 4,			s32,	BREATH_MINIGAME_WAVE26_ZONBIE_TYPE_FPRCE_ROW ) \ \ /* Time that this wave starts(seconds) */ \ _PARAM_( 130,		s32,	BREATH_MINIGAME_WAVE27_INTER ) \ /* Wave27 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 0,		s32,		BREATH_MINIGAME_WAVE27_ZONBIE_POINTS_NUMBER ) \ /* Wave27 variety of zomies that appear */ \ _PARAM_( 7,			s32,	BREATH_MINIGAME_WAVE27_ZONBIE_TYPE_1 ) \ _PARAM_( -1,		s32,	BREATH_MINIGAME_WAVE27_ZONBIE_TYPE_2 ) \ _PARAM_( -1,		s32,	BREATH_MINIGAME_WAVE27_ZONBIE_TYPE_3 ) \ _PARAM_( 0,			s32,	BREATH_MINIGAME_WAVE27_ZONBIE_TYPE_FPRCE_ROW ) \ \ /* Time that this wave starts(seconds) */ \ _PARAM_( 135,		s32,	BREATH_MINIGAME_WAVE28_INTER ) \ /* Wave28 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 1,		s32,		BREATH_MINIGAME_WAVE28_ZONBIE_POINTS_NUMBER ) \ /* Wave28 variety of zomies that appear */ \ _PARAM_( 2,			s32,	BREATH_MINIGAME_WAVE28_ZONBIE_TYPE_1 ) \ _PARAM_( -1,		s32,	BREATH_MINIGAME_WAVE28_ZONBIE_TYPE_2 ) \ _PARAM_( -1,		s32,	BREATH_MINIGAME_WAVE28_ZONBIE_TYPE_3 ) \ _PARAM_( 5,			s32,	BREATH_MINIGAME_WAVE28_ZONBIE_TYPE_FPRCE_ROW ) \ \ /* Time that this wave starts(seconds) */ \ _PARAM_( 140,		s32,	BREATH_MINIGAME_WAVE29_INTER ) \ /* Wave29 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 0,		s32,		BREATH_MINIGAME_WAVE29_ZONBIE_POINTS_NUMBER ) \ /* Wave29 variety of zomies that appear */ \ _PARAM_( 7,			s32,	BREATH_MINIGAME_WAVE29_ZONBIE_TYPE_1 ) \ _PARAM_( -1,		s32,	BREATH_MINIGAME_WAVE29_ZONBIE_TYPE_2 ) \ _PARAM_( -1,		s32,	BREATH_MINIGAME_WAVE29_ZONBIE_TYPE_3 ) \ _PARAM_( 0,			s32,	BREATH_MINIGAME_WAVE29_ZONBIE_TYPE_FPRCE_ROW ) \ \ /* WAVE 30  */ \ \ /* Time that this wave starts(seconds) */ \ _PARAM_( 145,		s32,	BREATH_MINIGAME_WAVE30_INTER ) \ /* Wave30 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 1,		s32,		BREATH_MINIGAME_WAVE30_ZONBIE_POINTS_NUMBER ) \ /* Wave30 variety of zomies that appear */ \ _PARAM_( 2,			s32,	BREATH_MINIGAME_WAVE30_ZONBIE_TYPE_1 ) \ _PARAM_( -1,		s32,	BREATH_MINIGAME_WAVE30_ZONBIE_TYPE_2 ) \ _PARAM_( -1,		s32,	BREATH_MINIGAME_WAVE30_ZONBIE_TYPE_3 ) \ _PARAM_( 1,			s32,	BREATH_MINIGAME_WAVE30_ZONBIE_TYPE_FPRCE_ROW ) \ \ /* Time that this wave starts(seconds) */ \ _PARAM_( 150,		s32,	BREATH_MINIGAME_WAVE31_INTER ) \ /* Wave31 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 0,		s32,		BREATH_MINIGAME_WAVE31_ZONBIE_POINTS_NUMBER ) \ /* Wave31 variety of zomies that appear */ \ _PARAM_( 2,			s32,	BREATH_MINIGAME_WAVE31_ZONBIE_TYPE_1 ) \ _PARAM_( -1,		s32,	BREATH_MINIGAME_WAVE31_ZONBIE_TYPE_2 ) \ _PARAM_( -1,		s32,	BREATH_MINIGAME_WAVE31_ZONBIE_TYPE_3 ) \ _PARAM_( 5,			s32,	BREATH_MINIGAME_WAVE31_ZONBIE_TYPE_FPRCE_ROW ) \ \ /* Time that this wave starts(seconds) */ \ _PARAM_( 155,		s32,	BREATH_MINIGAME_WAVE32_INTER ) \ /* Wave32 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 1,		s32,		BREATH_MINIGAME_WAVE32_ZONBIE_POINTS_NUMBER ) \ /* Wave32 variety of zomies that appear */ \ _PARAM_( 12,		s32,	BREATH_MINIGAME_WAVE32_ZONBIE_TYPE_1 ) \ _PARAM_( -1,		s32,	BREATH_MINIGAME_WAVE32_ZONBIE_TYPE_2 ) \ _PARAM_( -1,		s32,	BREATH_MINIGAME_WAVE32_ZONBIE_TYPE_3 ) \ _PARAM_( 3,			s32,	BREATH_MINIGAME_WAVE32_ZONBIE_TYPE_FPRCE_ROW ) \ \ /* Time that this wave starts(seconds) */ \ _PARAM_( 160,		s32,	BREATH_MINIGAME_WAVE33_INTER ) \ /* Wave33 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 0,		s32,		BREATH_MINIGAME_WAVE33_ZONBIE_POINTS_NUMBER ) \ /* Wave33 variety of zomies that appear */ \ _PARAM_( 5,		s32,	BREATH_MINIGAME_WAVE33_ZONBIE_TYPE_1 ) \ _PARAM_( -1,		s32,	BREATH_MINIGAME_WAVE33_ZONBIE_TYPE_2 ) \ _PARAM_( -1,		s32,	BREATH_MINIGAME_WAVE33_ZONBIE_TYPE_3 ) \ _PARAM_( 3,			s32,	BREATH_MINIGAME_WAVE33_ZONBIE_TYPE_FPRCE_ROW ) \ \ /* Time that this wave starts(seconds) */ \ _PARAM_( 165,		s32,	BREATH_MINIGAME_WAVE34_INTER ) \ /* Wave34 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 1,		s32,		BREATH_MINIGAME_WAVE34_ZONBIE_POINTS_NUMBER ) \ /* Wave34 variety of zomies that appear */ \ _PARAM_( 2,			s32,	BREATH_MINIGAME_WAVE34_ZONBIE_TYPE_1 ) \ _PARAM_( -1,		s32,	BREATH_MINIGAME_WAVE34_ZONBIE_TYPE_2 ) \ _PARAM_( -1,		s32,	BREATH_MINIGAME_WAVE34_ZONBIE_TYPE_3 ) \ _PARAM_( 3,			s32,	BREATH_MINIGAME_WAVE34_ZONBIE_TYPE_FPRCE_ROW ) \ \ /* Time that this wave starts(seconds) */ \ _PARAM_( 170,		s32,	BREATH_MINIGAME_WAVE35_INTER ) \ /* Wave35 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 0,		s32,		BREATH_MINIGAME_WAVE35_ZONBIE_POINTS_NUMBER ) \ /* Wave35 variety of zomies that appear */ \ _PARAM_( 2,			s32,	BREATH_MINIGAME_WAVE35_ZONBIE_TYPE_1 ) \ _PARAM_( -1,		s32,	BREATH_MINIGAME_WAVE35_ZONBIE_TYPE_2 ) \ _PARAM_( -1,		s32,	BREATH_MINIGAME_WAVE35_ZONBIE_TYPE_3 ) \ _PARAM_( 2,			s32,	BREATH_MINIGAME_WAVE35_ZONBIE_TYPE_FPRCE_ROW ) \ \ /* Time that this wave starts(seconds) */ \ _PARAM_( 175,		s32,	BREATH_MINIGAME_WAVE36_INTER ) \ /* Wave36 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 1,		s32,		BREATH_MINIGAME_WAVE36_ZONBIE_POINTS_NUMBER ) \ /* Wave36 variety of zomies that appear */ \ _PARAM_( 2,			s32,	BREATH_MINIGAME_WAVE36_ZONBIE_TYPE_1 ) \ _PARAM_( -1,		s32,	BREATH_MINIGAME_WAVE36_ZONBIE_TYPE_2 ) \ _PARAM_( -1,		s32,	BREATH_MINIGAME_WAVE36_ZONBIE_TYPE_3 ) \ _PARAM_( -1,		s32,	BREATH_MINIGAME_WAVE36_ZONBIE_TYPE_FPRCE_ROW ) \ \ /* Time that this wave starts(seconds) */ \ _PARAM_( 180,		s32,	BREATH_MINIGAME_WAVE37_INTER ) \ /* Wave37 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 0,		s32,		BREATH_MINIGAME_WAVE37_ZONBIE_POINTS_NUMBER ) \ /* Wave37 variety of zomies that appear */ \ _PARAM_( 2,			s32,	BREATH_MINIGAME_WAVE37_ZONBIE_TYPE_1 ) \ _PARAM_( -1,		s32,	BREATH_MINIGAME_WAVE37_ZONBIE_TYPE_2 ) \ _PARAM_( -1,		s32,	BREATH_MINIGAME_WAVE37_ZONBIE_TYPE_3 ) \ _PARAM_( 4,			s32,	BREATH_MINIGAME_WAVE37_ZONBIE_TYPE_FPRCE_ROW ) \ \ /* Time that this wave starts(seconds) */ \ _PARAM_( 185,		s32,	BREATH_MINIGAME_WAVE38_INTER ) \ /* Wave38 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 0,		s32,		BREATH_MINIGAME_WAVE38_ZONBIE_POINTS_NUMBER ) \ /* Wave38 variety of zomies that appear */ \ _PARAM_( 7,			s32,	BREATH_MINIGAME_WAVE38_ZONBIE_TYPE_1 ) \ _PARAM_( -1,		s32,	BREATH_MINIGAME_WAVE38_ZONBIE_TYPE_2 ) \ _PARAM_( -1,		s32,	BREATH_MINIGAME_WAVE38_ZONBIE_TYPE_3 ) \ _PARAM_( 0,			s32,	BREATH_MINIGAME_WAVE38_ZONBIE_TYPE_FPRCE_ROW ) \ \ /* Time that this wave starts(seconds) */ \ _PARAM_( 190,		s32,	BREATH_MINIGAME_WAVE39_INTER ) \ /* Wave39 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 1,		s32,		BREATH_MINIGAME_WAVE39_ZONBIE_POINTS_NUMBER ) \ /* Wave39 variety of zomies that appear */ \ _PARAM_( 2,			s32,	BREATH_MINIGAME_WAVE39_ZONBIE_TYPE_1 ) \ _PARAM_( -1,		s32,	BREATH_MINIGAME_WAVE39_ZONBIE_TYPE_2 ) \ _PARAM_( -1,		s32,	BREATH_MINIGAME_WAVE39_ZONBIE_TYPE_3 ) \ _PARAM_( 0,		s32,	BREATH_MINIGAME_WAVE39_ZONBIE_TYPE_FPRCE_ROW ) \ \ /* WAVE 40  */ \ \ /* Time that this wave starts(seconds) */ \ _PARAM_( 195,		s32,	BREATH_MINIGAME_WAVE40_INTER ) \ /* Wave40 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 0,		s32,		BREATH_MINIGAME_WAVE40_ZONBIE_POINTS_NUMBER ) \ /* Wave40 variety of zomies that appear */ \ _PARAM_( 2,			s32,	BREATH_MINIGAME_WAVE40_ZONBIE_TYPE_1 ) \ _PARAM_( -1,		s32,	BREATH_MINIGAME_WAVE40_ZONBIE_TYPE_2 ) \ _PARAM_( -1,		s32,	BREATH_MINIGAME_WAVE40_ZONBIE_TYPE_3 ) \ _PARAM_( 0,			s32,	BREATH_MINIGAME_WAVE40_ZONBIE_TYPE_FPRCE_ROW ) \ \ /* Time that this wave starts(seconds) */ \ _PARAM_( 200,		s32,	BREATH_MINIGAME_WAVE41_INTER ) \ /* Wave41 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 1,		s32,		BREATH_MINIGAME_WAVE41_ZONBIE_POINTS_NUMBER ) \ /* Wave41 variety of zomies that appear */ \ _PARAM_( 2,			s32,	BREATH_MINIGAME_WAVE41_ZONBIE_TYPE_1 ) \ _PARAM_( -1,		s32,	BREATH_MINIGAME_WAVE41_ZONBIE_TYPE_2 ) \ _PARAM_( -1,		s32,	BREATH_MINIGAME_WAVE41_ZONBIE_TYPE_3 ) \ _PARAM_( 5,		s32,	BREATH_MINIGAME_WAVE41_ZONBIE_TYPE_FPRCE_ROW ) \ \ /* Time that this wave starts(seconds) */ \ _PARAM_( 205,		s32,	BREATH_MINIGAME_WAVE42_INTER ) \ /* Wave42 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 0,		s32,		BREATH_MINIGAME_WAVE42_ZONBIE_POINTS_NUMBER ) \ /* Wave42 variety of zomies that appear */ \ _PARAM_( 4,			s32,	BREATH_MINIGAME_WAVE42_ZONBIE_TYPE_1 ) \ _PARAM_( -1,		s32,	BREATH_MINIGAME_WAVE42_ZONBIE_TYPE_2 ) \ _PARAM_( -1,		s32,	BREATH_MINIGAME_WAVE42_ZONBIE_TYPE_3 ) \ _PARAM_( 0,			s32,	BREATH_MINIGAME_WAVE42_ZONBIE_TYPE_FPRCE_ROW ) \ \ /* Time that this wave starts(seconds) */ \ _PARAM_( 210,		s32,	BREATH_MINIGAME_WAVE43_INTER ) \ /* Wave43 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 1,		s32,		BREATH_MINIGAME_WAVE43_ZONBIE_POINTS_NUMBER ) \ /* Wave43 variety of zomies that appear */ \ _PARAM_( 2,			s32,	BREATH_MINIGAME_WAVE43_ZONBIE_TYPE_1 ) \ _PARAM_( -1,		s32,	BREATH_MINIGAME_WAVE43_ZONBIE_TYPE_2 ) \ _PARAM_( -1,		s32,	BREATH_MINIGAME_WAVE43_ZONBIE_TYPE_3 ) \ _PARAM_( 0,			s32,	BREATH_MINIGAME_WAVE43_ZONBIE_TYPE_FPRCE_ROW ) \ \ /* Time that this wave starts(seconds) */ \ _PARAM_( 215,		s32,	BREATH_MINIGAME_WAVE44_INTER ) \ /* Wave44 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 0,		s32,		BREATH_MINIGAME_WAVE44_ZONBIE_POINTS_NUMBER ) \ /* Wave44 variety of zomies that appear */ \ _PARAM_( 2,			s32,	BREATH_MINIGAME_WAVE44_ZONBIE_TYPE_1 ) \ _PARAM_( -1,		s32,	BREATH_MINIGAME_WAVE44_ZONBIE_TYPE_2 ) \ _PARAM_( -1,		s32,	BREATH_MINIGAME_WAVE44_ZONBIE_TYPE_3 ) \ _PARAM_( 4,		s32,	BREATH_MINIGAME_WAVE44_ZONBIE_TYPE_FPRCE_ROW ) \ \ /* Time that this wave starts(seconds) */ \ _PARAM_( 220,		s32,	BREATH_MINIGAME_WAVE45_INTER ) \ /* Wave45 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 0,		s32,		BREATH_MINIGAME_WAVE45_ZONBIE_POINTS_NUMBER ) \ /* Wave45 variety of zomies that appear */ \ _PARAM_( 7,		s32,	BREATH_MINIGAME_WAVE45_ZONBIE_TYPE_1 ) \ _PARAM_( -1,		s32,	BREATH_MINIGAME_WAVE45_ZONBIE_TYPE_2 ) \ _PARAM_( -1,		s32,	BREATH_MINIGAME_WAVE45_ZONBIE_TYPE_3 ) \ _PARAM_( 3,			s32,	BREATH_MINIGAME_WAVE45_ZONBIE_TYPE_FPRCE_ROW ) \ \ /* Time that this wave starts(seconds) */ \ _PARAM_( 225,		s32,	BREATH_MINIGAME_WAVE46_INTER ) \ /* Wave46 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 1,		s32,		BREATH_MINIGAME_WAVE46_ZONBIE_POINTS_NUMBER ) \ /* Wave46 variety of zomies that appear */ \ _PARAM_( 23,			s32,	BREATH_MINIGAME_WAVE46_ZONBIE_TYPE_1 ) \ _PARAM_( -1,		s32,	BREATH_MINIGAME_WAVE46_ZONBIE_TYPE_2 ) \ _PARAM_( -1,		s32,	BREATH_MINIGAME_WAVE46_ZONBIE_TYPE_3 ) \ _PARAM_( 0,		s32,	BREATH_MINIGAME_WAVE46_ZONBIE_TYPE_FPRCE_ROW ) \ \ /* Time that this wave starts(seconds) */ \ _PARAM_( 230,		s32,	BREATH_MINIGAME_WAVE47_INTER ) \ /* Wave47 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 0,		s32,		BREATH_MINIGAME_WAVE47_ZONBIE_POINTS_NUMBER ) \ /* Wave47 variety of zomies that appear */ \ _PARAM_( 2,			s32,	BREATH_MINIGAME_WAVE47_ZONBIE_TYPE_1 ) \ _PARAM_( -1,		s32,	BREATH_MINIGAME_WAVE47_ZONBIE_TYPE_2 ) \ _PARAM_( -1,		s32,	BREATH_MINIGAME_WAVE47_ZONBIE_TYPE_3 ) \ _PARAM_( 0,			s32,	BREATH_MINIGAME_WAVE47_ZONBIE_TYPE_FPRCE_ROW ) \ \ /* Time that this wave starts(seconds) */ \ _PARAM_( 235,		s32,	BREATH_MINIGAME_WAVE48_INTER ) \ /* Wave48 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 0,		s32,		BREATH_MINIGAME_WAVE48_ZONBIE_POINTS_NUMBER ) \ /* Wave48 variety of zomies that appear */ \ _PARAM_( 23,			s32,	BREATH_MINIGAME_WAVE48_ZONBIE_TYPE_1 ) \ _PARAM_( -1,		s32,	BREATH_MINIGAME_WAVE48_ZONBIE_TYPE_2 ) \ _PARAM_( -1,		s32,	BREATH_MINIGAME_WAVE48_ZONBIE_TYPE_3 ) \ _PARAM_( 0,			s32,	BREATH_MINIGAME_WAVE48_ZONBIE_TYPE_FPRCE_ROW ) \ \ \ \ \ \ \ /*--*/ \ /* Mini-game「BOMB SEARCH!」(Bomb) parameters */ \ /*--*/ \ /* numerical frame position */ \ _PARAM_( -74,		s32,	BOMB_NUM_FRAME_POS_X ) \ _PARAM_( 105,		s32,	BOMB_NUM_FRAME_POS_Y ) \ \ /* numerical position */ \ _PARAM_( 23,			s32,	BOMB_REST_VALUE_POS_X ) \ _PARAM_( 40,		s32,	BOMB_REST_VALUE_POS_Y ) \ \ /* Number of times of whole wave (MAX : 47) */ \ _PARAM_( 47,		s32,	BOMB_ZOMBIE_WAVE_NUM ) \ \ /* Time that this wave starts(seconds) */ \ /* ※ Fixed at '0' at start！ Do *NOT* change this! */ \ _PARAM_( 0,		s32,	BOMB_WAVE1_INTER ) \ /* Wave1 zombie appearance constants (few:1 ～ 10:many) */ \ /*	Necessary when they're forced to appear(cost) */ \ /* 		ZOMBIE_NORMAL,				1	 */ \ /* 		ZOMBIE_FLAG,				1	 */ \ /* 		ZOMBIE_TRAFFIC_CONE,		2	 */ \ /* 		ZOMBIE_POLEVAULTER,			2	 */ \ /* 		ZOMBIE_PAIL,				4	 */ \ /* 		ZOMBIE_NEWSPAPER,			2	 */ \ /* 		ZOMBIE_DOOR,				4	 */ \ /* 		ZOMBIE_FOOTBALL,			7	 */ \ /* 		ZOMBIE_DANCER,				5	 */ \ /* 		ZOMBIE_BACKUP_DANCER,		1	 */ \ /* 		ZOMBIE_DUCKY_TUBE,			1	 */ \ /* 		ZOMBIE_SNORKEL,				3	 */ \ /* 		ZOMBIE_ZAMBONI,				7	 */ \ /* 		ZOMBIE_BOBSLED,				3	 */ \ /* 		ZOMBIE_DOLPHIN_RIDER,		3	 */ \ /* 		ZOMBIE_JACK_IN_THE_BOX,		3	 */ \ /* 		ZOMBIE_BALLOON,				2	 */ \ /* 		ZOMBIE_DIGGER,				4	 */ \ /* 		ZOMBIE_POGO,				4	 */ \ /* 		ZOMBIE_YETI,				4	 */ \ /* 		ZOMBIE_BUNGEE,				3	 */ \ /* 		ZOMBIE_LADDER,				4	 */ \ /* 		ZOMBIE_CATAPULT,			5	 */ \ /* 		ZOMBIE_GARGANTUAR,			10	 */ \ /* 		ZOMBIE_IMP,					10	 */ \ _PARAM_(1,		s32,		BOMB_WAVE1_ZONBIE_POINTS_NUMBER ) \ /* Wave1 variety of zomies that appear */ \ /*	0	ZOMBIE_NORMAL, */ \ /*	1	ZOMBIE_FLAG, */ \ /*	2	ZOMBIE_TRAFFIC_CONE, */ \ /*	3	ZOMBIE_POLEVAULTER, */ \ /*	4	ZOMBIE_PAIL, */ \ /*	5	ZOMBIE_NEWSPAPER, */ \ /*	6	ZOMBIE_DOOR, */ \ /*	7	ZOMBIE_FOOTBALL, */ \ /*	8	ZOMBIE_DANCER, */ \ /*	9	ZOMBIE_BACKUP_DANCER, */ \ /*	10	ZOMBIE_DUCKY_TUBE, */ \ /*	11	ZOMBIE_SNORKEL, */ \ /*	12	ZOMBIE_ZAMBONI, */ \ /*	13	ZOMBIE_BOBSLED, */ \ /*	14	ZOMBIE_DOLPHIN_RIDER, */ \ /*	15	ZOMBIE_JACK_IN_THE_BOX, */ \ /*	16	ZOMBIE_BALLOON, */ \ /*	17	ZOMBIE_DIGGER, */ \ /*	18	ZOMBIE_POGO, */ \ /*	19	ZOMBIE_YETI, */ \ /*	20	ZOMBIE_BUNGEE, */ \ /*	21	ZOMBIE_LADDER, */ \ /*	22	ZOMBIE_CATAPULT, */ \ /*	23	ZOMBIE_GARGANTUAR, */ \ /*	24	ZOMBIE_IMP, */ \ /*  */ \ _PARAM_( 0,			s32,	BOMB_WAVE1_ZONBIE_TYPE_1 ) \ _PARAM_( -1,		s32,	BOMB_WAVE1_ZONBIE_TYPE_2 ) \ _PARAM_( -1,		s32,	BOMB_WAVE1_ZONBIE_TYPE_3 ) \ _PARAM_( -1,		s32,	BOMB_WAVE1_ZONBIE_TYPE_4 ) \ \ /* Time that this wave starts(seconds) */ \ _PARAM_( 5,		s32,	BOMB_WAVE2_INTER ) \ /* Wave2 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 1,		s32,		BOMB_WAVE2_ZONBIE_POINTS_NUMBER ) \ /* Wave2 variety of zomies that appear */ \ _PARAM_( 0,			s32,	BOMB_WAVE2_ZONBIE_TYPE_1 ) \ _PARAM_( -1,		s32,	BOMB_WAVE2_ZONBIE_TYPE_2 ) \ _PARAM_( -1,		s32,	BOMB_WAVE2_ZONBIE_TYPE_3 ) \ _PARAM_( -1,		s32,	BOMB_WAVE2_ZONBIE_TYPE_4 ) \ \ /* Time that this wave starts(seconds) */ \ _PARAM_( 10,		s32,	BOMB_WAVE3_INTER ) \ /* Wave3 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 1,			s32,		BOMB_WAVE3_ZONBIE_POINTS_NUMBER ) \ /* Wave3 variety of zomies that appear */ \ _PARAM_( 0,			s32,	BOMB_WAVE3_ZONBIE_TYPE_1 ) \ _PARAM_( -1,		s32,	BOMB_WAVE3_ZONBIE_TYPE_2 ) \ _PARAM_( -1,		s32,	BOMB_WAVE3_ZONBIE_TYPE_3 ) \ _PARAM_( -1,		s32,	BOMB_WAVE3_ZONBIE_TYPE_4 ) \ \ /* Time that this wave starts(seconds) */ \ _PARAM_( 15,		s32,	BOMB_WAVE4_INTER ) \ /* Wave4 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 1,		s32,		BOMB_WAVE4_ZONBIE_POINTS_NUMBER ) \ /* Wave4 variety of zomies that appear */ \ _PARAM_( 0,			s32,	BOMB_WAVE4_ZONBIE_TYPE_1 ) \ _PARAM_( -1,		s32,	BOMB_WAVE4_ZONBIE_TYPE_2 ) \ _PARAM_( -1,		s32,	BOMB_WAVE4_ZONBIE_TYPE_3 ) \ _PARAM_( -1,		s32,	BOMB_WAVE4_ZONBIE_TYPE_4 ) \ \ /* Time that this wave starts(seconds) */ \ _PARAM_( 20,		s32,	BOMB_WAVE5_INTER ) \ /* Wave5 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 1,			s32,		BOMB_WAVE5_ZONBIE_POINTS_NUMBER ) \ /* Wave5 variety of zomies that appear */ \ _PARAM_( 0,			s32,	BOMB_WAVE5_ZONBIE_TYPE_1 ) \ _PARAM_( -1,		s32,	BOMB_WAVE5_ZONBIE_TYPE_2 ) \ _PARAM_( -1,		s32,	BOMB_WAVE5_ZONBIE_TYPE_3 ) \ _PARAM_( -1,		s32,	BOMB_WAVE5_ZONBIE_TYPE_4 ) \ \ /* Time that this wave starts(seconds) */ \ _PARAM_( 25,		s32,	BOMB_WAVE6_INTER ) \ /* Wave6 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 1,		s32,		BOMB_WAVE6_ZONBIE_POINTS_NUMBER ) \ /* Wave6 variety of zomies that appear */ \ _PARAM_( 0,			s32,	BOMB_WAVE6_ZONBIE_TYPE_1 ) \ _PARAM_( -1,		s32,	BOMB_WAVE6_ZONBIE_TYPE_2 ) \ _PARAM_( -1,		s32,	BOMB_WAVE6_ZONBIE_TYPE_3 ) \ _PARAM_( -1,		s32,	BOMB_WAVE6_ZONBIE_TYPE_4 ) \ \ /* Time that this wave starts(seconds) */ \ _PARAM_( 30,		s32,	BOMB_WAVE7_INTER ) \ /* Wave7 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 6,		s32,		BOMB_WAVE7_ZONBIE_POINTS_NUMBER ) \ /* Wave7 variety of zomies that appear */ \ _PARAM_( 4,			s32,	BOMB_WAVE7_ZONBIE_TYPE_1 ) \ _PARAM_( 5,			s32,	BOMB_WAVE7_ZONBIE_TYPE_2 ) \ _PARAM_( -1,		s32,	BOMB_WAVE7_ZONBIE_TYPE_3 ) \ _PARAM_( -1,		s32,	BOMB_WAVE7_ZONBIE_TYPE_4 ) \ \ /* Time that this wave starts(seconds) */ \ _PARAM_( 35,		s32,	BOMB_WAVE8_INTER ) \ /* Wave8 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 6,		s32,		BOMB_WAVE8_ZONBIE_POINTS_NUMBER ) \ /* Wave8 variety of zomies that appear */ \ _PARAM_( 4,			s32,	BOMB_WAVE8_ZONBIE_TYPE_1 ) \ _PARAM_( 5,			s32,	BOMB_WAVE8_ZONBIE_TYPE_2 ) \ _PARAM_( -1,		s32,	BOMB_WAVE8_ZONBIE_TYPE_3 ) \ _PARAM_( -1,		s32,	BOMB_WAVE8_ZONBIE_TYPE_4 ) \ \ /* Time that this wave starts(seconds) */ \ _PARAM_( 40,		s32,	BOMB_WAVE9_INTER ) \ /* Wave9 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 6,		s32,		BOMB_WAVE9_ZONBIE_POINTS_NUMBER ) \ /* Wave9 variety of zomies that appear */ \ _PARAM_( 4,			s32,	BOMB_WAVE9_ZONBIE_TYPE_1 ) \ _PARAM_( 5,			s32,	BOMB_WAVE9_ZONBIE_TYPE_2 ) \ _PARAM_( -1,		s32,	BOMB_WAVE9_ZONBIE_TYPE_3 ) \ _PARAM_( -1,		s32,	BOMB_WAVE9_ZONBIE_TYPE_4 ) \ \ /* WAVE 10  */ \ \ /* Time that this wave starts(seconds) */ \ _PARAM_( 45,		s32,	BOMB_WAVE10_INTER ) \ /* Wave10 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 6,		s32,		BOMB_WAVE10_ZONBIE_POINTS_NUMBER ) \ /* Wave10 variety of zomies that appear */ \ _PARAM_( 4,			s32,	BOMB_WAVE10_ZONBIE_TYPE_1 ) \ _PARAM_( 5,			s32,	BOMB_WAVE10_ZONBIE_TYPE_2 ) \ _PARAM_( -1,		s32,	BOMB_WAVE10_ZONBIE_TYPE_3 ) \ _PARAM_( -1,		s32,	BOMB_WAVE10_ZONBIE_TYPE_4 ) \ \ /* Time that this wave starts(seconds) */ \ _PARAM_( 50,		s32,	BOMB_WAVE11_INTER ) \ /* Wave1 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 6,		s32,		BOMB_WAVE11_ZONBIE_POINTS_NUMBER ) \ /* Wave10 variety of zomies that appear */ \ _PARAM_( 4,			s32,	BOMB_WAVE11_ZONBIE_TYPE_1 ) \ _PARAM_( 5,			s32,	BOMB_WAVE11_ZONBIE_TYPE_2 ) \ _PARAM_( -1,		s32,	BOMB_WAVE11_ZONBIE_TYPE_3 ) \ _PARAM_( -1,		s32,	BOMB_WAVE11_ZONBIE_TYPE_4 ) \ \ /* Time that this wave starts(seconds) */ \ _PARAM_( 55,		s32,	BOMB_WAVE12_INTER ) \ /* Wave12 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 6,		s32,		BOMB_WAVE12_ZONBIE_POINTS_NUMBER ) \ /* Wave12 variety of zomies that appear */ \ _PARAM_( 4,			s32,	BOMB_WAVE12_ZONBIE_TYPE_1 ) \ _PARAM_( 5,			s32,	BOMB_WAVE12_ZONBIE_TYPE_2 ) \ _PARAM_( -1,		s32,	BOMB_WAVE12_ZONBIE_TYPE_3 ) \ _PARAM_( -1,		s32,	BOMB_WAVE12_ZONBIE_TYPE_4 ) \ \ /* Time that this wave starts(seconds) */ \ _PARAM_( 60,		s32,	BOMB_WAVE13_INTER ) \ /* Wave13 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 2,		s32,		BOMB_WAVE13_ZONBIE_POINTS_NUMBER ) \ /* Wave13 variety of zomies that appear */ \ _PARAM_( 10,		s32,	BOMB_WAVE13_ZONBIE_TYPE_1 ) \ _PARAM_( -1,		s32,	BOMB_WAVE13_ZONBIE_TYPE_2 ) \ _PARAM_( -1,		s32,	BOMB_WAVE13_ZONBIE_TYPE_3 ) \ _PARAM_( -1,		s32,	BOMB_WAVE13_ZONBIE_TYPE_4 ) \ \ /* Time that this wave starts(seconds) */ \ _PARAM_( 65,		s32,	BOMB_WAVE14_INTER ) \ /* Wave14 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 2,		s32,		BOMB_WAVE14_ZONBIE_POINTS_NUMBER ) \ /* Wave14 variety of zomies that appear */ \ _PARAM_( 10,		s32,	BOMB_WAVE14_ZONBIE_TYPE_1 ) \ _PARAM_( -1,		s32,	BOMB_WAVE14_ZONBIE_TYPE_2 ) \ _PARAM_( -1,		s32,	BOMB_WAVE14_ZONBIE_TYPE_3 ) \ _PARAM_( -1,		s32,	BOMB_WAVE14_ZONBIE_TYPE_4 ) \ \ /* Time that this wave starts(seconds) */ \ _PARAM_( 70,		s32,	BOMB_WAVE15_INTER ) \ /* Wave15 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 2,		s32,		BOMB_WAVE15_ZONBIE_POINTS_NUMBER ) \ /* Wave15 variety of zomies that appear */ \ _PARAM_( 10,		s32,	BOMB_WAVE15_ZONBIE_TYPE_1 ) \ _PARAM_( -1,		s32,	BOMB_WAVE15_ZONBIE_TYPE_2 ) \ _PARAM_( -1,		s32,	BOMB_WAVE15_ZONBIE_TYPE_3 ) \ _PARAM_( -1,		s32,	BOMB_WAVE15_ZONBIE_TYPE_4 ) \ \ /* Time that this wave starts(seconds) */ \ _PARAM_( 75,		s32,	BOMB_WAVE16_INTER ) \ /* Wave16 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 2,		s32,		BOMB_WAVE16_ZONBIE_POINTS_NUMBER ) \ /* Wave16 variety of zomies that appear */ \ _PARAM_( 10,		s32,	BOMB_WAVE16_ZONBIE_TYPE_1 ) \ _PARAM_( -1,		s32,	BOMB_WAVE16_ZONBIE_TYPE_2 ) \ _PARAM_( -1,		s32,	BOMB_WAVE16_ZONBIE_TYPE_3 ) \ _PARAM_( -1,		s32,	BOMB_WAVE16_ZONBIE_TYPE_4 ) \ \ /* Time that this wave starts(seconds) */ \ _PARAM_( 80,		s32,	BOMB_WAVE17_INTER ) \ /* Wave17 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 2,		s32,		BOMB_WAVE17_ZONBIE_POINTS_NUMBER ) \ /* Wave17 variety of zomies that appear */ \ _PARAM_( 10,		s32,	BOMB_WAVE17_ZONBIE_TYPE_1 ) \ _PARAM_( -1,		s32,	BOMB_WAVE17_ZONBIE_TYPE_2 ) \ _PARAM_( -1,		s32,	BOMB_WAVE17_ZONBIE_TYPE_3 ) \ _PARAM_( -1,		s32,	BOMB_WAVE17_ZONBIE_TYPE_4 ) \ \ /* Time that this wave starts(seconds) */ \ _PARAM_( 85,		s32,	BOMB_WAVE18_INTER ) \ /* Wave18 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 2,		s32,		BOMB_WAVE18_ZONBIE_POINTS_NUMBER ) \ /* Wave18 variety of zomies that appear */ \ _PARAM_( 10,		s32,	BOMB_WAVE18_ZONBIE_TYPE_1 ) \ _PARAM_( -1,		s32,	BOMB_WAVE18_ZONBIE_TYPE_2 ) \ _PARAM_( -1,		s32,	BOMB_WAVE18_ZONBIE_TYPE_3 ) \ _PARAM_( -1,		s32,	BOMB_WAVE18_ZONBIE_TYPE_4 ) \ \ /* Time that this wave starts(seconds) */ \ _PARAM_( 90,		s32,	BOMB_WAVE19_INTER ) \ /* Wave19 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 1,		s32,		BOMB_WAVE19_ZONBIE_POINTS_NUMBER ) \ /* Wave19 variety of zomies that appear */ \ _PARAM_( 0,			s32,	BOMB_WAVE19_ZONBIE_TYPE_1 ) \ _PARAM_( -1,		s32,	BOMB_WAVE19_ZONBIE_TYPE_2 ) \ _PARAM_( -1,		s32,	BOMB_WAVE19_ZONBIE_TYPE_3 ) \ _PARAM_( -1,		s32,	BOMB_WAVE19_ZONBIE_TYPE_4 ) \ \ /* WAVE 20  */ \ \ /* Time that this wave starts(seconds) */ \ _PARAM_( 95,		s32,	BOMB_WAVE20_INTER ) \ /* Wave20 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 1,		s32,		BOMB_WAVE20_ZONBIE_POINTS_NUMBER ) \ /* Wave20 variety of zomies that appear */ \ _PARAM_( 0,			s32,	BOMB_WAVE20_ZONBIE_TYPE_1 ) \ _PARAM_( -1,		s32,	BOMB_WAVE20_ZONBIE_TYPE_2 ) \ _PARAM_( -1,		s32,	BOMB_WAVE20_ZONBIE_TYPE_3 ) \ _PARAM_( -1,		s32,	BOMB_WAVE20_ZONBIE_TYPE_4 ) \ \ /* Time that this wave starts(seconds) */ \ _PARAM_( 100,		s32,	BOMB_WAVE21_INTER ) \ /* Wave21 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 1,		s32,		BOMB_WAVE21_ZONBIE_POINTS_NUMBER ) \ /* Wave21 variety of zomies that appear */ \ _PARAM_( 0,			s32,	BOMB_WAVE21_ZONBIE_TYPE_1 ) \ _PARAM_( -1,		s32,	BOMB_WAVE21_ZONBIE_TYPE_2 ) \ _PARAM_( -1,		s32,	BOMB_WAVE21_ZONBIE_TYPE_3 ) \ _PARAM_( -1,		s32,	BOMB_WAVE21_ZONBIE_TYPE_4 ) \ \ /* Time that this wave starts(seconds) */ \ _PARAM_( 105,		s32,	BOMB_WAVE22_INTER ) \ /* Wave22 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 1,		s32,		BOMB_WAVE22_ZONBIE_POINTS_NUMBER ) \ /* Wave22 variety of zomies that appear */ \ _PARAM_( 0,			s32,	BOMB_WAVE22_ZONBIE_TYPE_1 ) \ _PARAM_( -1,		s32,	BOMB_WAVE22_ZONBIE_TYPE_2 ) \ _PARAM_( -1,		s32,	BOMB_WAVE22_ZONBIE_TYPE_3 ) \ _PARAM_( -1,		s32,	BOMB_WAVE22_ZONBIE_TYPE_4 ) \ \ /* Time that this wave starts(seconds) */ \ _PARAM_( 110,		s32,	BOMB_WAVE23_INTER ) \ /* Wave23 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 1,		s32,		BOMB_WAVE23_ZONBIE_POINTS_NUMBER ) \ /* Wave23 variety of zomies that appear */ \ _PARAM_( 21,		s32,	BOMB_WAVE23_ZONBIE_TYPE_1 ) \ _PARAM_( -1,		s32,	BOMB_WAVE23_ZONBIE_TYPE_2 ) \ _PARAM_( -1,		s32,	BOMB_WAVE23_ZONBIE_TYPE_3 ) \ _PARAM_( -1,		s32,	BOMB_WAVE23_ZONBIE_TYPE_4 ) \ \ /* Time that this wave starts(seconds) */ \ _PARAM_( 115,		s32,	BOMB_WAVE24_INTER ) \ /* Wave24 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 1,		s32,		BOMB_WAVE24_ZONBIE_POINTS_NUMBER ) \ /* Wave24 variety of zomies that appear */ \ _PARAM_( 0,			s32,	BOMB_WAVE24_ZONBIE_TYPE_1 ) \ _PARAM_( -1,		s32,	BOMB_WAVE24_ZONBIE_TYPE_2 ) \ _PARAM_( -1,		s32,	BOMB_WAVE24_ZONBIE_TYPE_3 ) \ _PARAM_( -1,		s32,	BOMB_WAVE24_ZONBIE_TYPE_4 ) \ \ /* Time that this wave starts(seconds) */ \ _PARAM_( 120,		s32,	BOMB_WAVE25_INTER ) \ /* Wave25 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 1,		s32,		BOMB_WAVE25_ZONBIE_POINTS_NUMBER ) \ /* Wave25 variety of zomies that appear */ \ _PARAM_( 0,			s32,	BOMB_WAVE25_ZONBIE_TYPE_1 ) \ _PARAM_( -1,		s32,	BOMB_WAVE25_ZONBIE_TYPE_2 ) \ _PARAM_( -1,		s32,	BOMB_WAVE25_ZONBIE_TYPE_3 ) \ _PARAM_( -1,		s32,	BOMB_WAVE25_ZONBIE_TYPE_4 ) \ \ /* Time that this wave starts(seconds) */ \ _PARAM_( 125,		s32,	BOMB_WAVE26_INTER ) \ /* Wave26 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 1,		s32,		BOMB_WAVE26_ZONBIE_POINTS_NUMBER ) \ /* Wave26 variety of zomies that appear */ \ _PARAM_( 23,		s32,	BOMB_WAVE26_ZONBIE_TYPE_1 ) \ _PARAM_( -1,		s32,	BOMB_WAVE26_ZONBIE_TYPE_2 ) \ _PARAM_( -1,		s32,	BOMB_WAVE26_ZONBIE_TYPE_3 ) \ _PARAM_( -1,		s32,	BOMB_WAVE26_ZONBIE_TYPE_4 ) \ \ /* Time that this wave starts(seconds) */ \ _PARAM_( 130,		s32,	BOMB_WAVE27_INTER ) \ /* Wave27 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 1,		s32,		BOMB_WAVE27_ZONBIE_POINTS_NUMBER ) \ /* Wave27 variety of zomies that appear */ \ _PARAM_( 0,			s32,	BOMB_WAVE27_ZONBIE_TYPE_1 ) \ _PARAM_( -1,		s32,	BOMB_WAVE27_ZONBIE_TYPE_2 ) \ _PARAM_( -1,		s32,	BOMB_WAVE27_ZONBIE_TYPE_3 ) \ _PARAM_( -1,		s32,	BOMB_WAVE27_ZONBIE_TYPE_4 ) \ \ /* Time that this wave starts(seconds) */ \ _PARAM_( 135,		s32,	BOMB_WAVE28_INTER ) \ /* Wave28 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 1,		s32,		BOMB_WAVE28_ZONBIE_POINTS_NUMBER ) \ /* Wave28 variety of zomies that appear */ \ _PARAM_( 0,			s32,	BOMB_WAVE28_ZONBIE_TYPE_1 ) \ _PARAM_( -1,		s32,	BOMB_WAVE28_ZONBIE_TYPE_2 ) \ _PARAM_( -1,		s32,	BOMB_WAVE28_ZONBIE_TYPE_3 ) \ _PARAM_( -1,		s32,	BOMB_WAVE28_ZONBIE_TYPE_4 ) \ \ /* Time that this wave starts(seconds) */ \ _PARAM_( 140,		s32,	BOMB_WAVE29_INTER ) \ /* Wave29 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 1,		s32,		BOMB_WAVE29_ZONBIE_POINTS_NUMBER ) \ /* Wave29 variety of zomies that appear */ \ _PARAM_( 0,			s32,	BOMB_WAVE29_ZONBIE_TYPE_1 ) \ _PARAM_( -1,		s32,	BOMB_WAVE29_ZONBIE_TYPE_2 ) \ _PARAM_( -1,		s32,	BOMB_WAVE29_ZONBIE_TYPE_3 ) \ _PARAM_( -1,		s32,	BOMB_WAVE29_ZONBIE_TYPE_4 ) \ \ /* WAVE 30  */ \ \ /* Time that this wave starts(seconds) */ \ _PARAM_( 145,		s32,	BOMB_WAVE30_INTER ) \ /* Wave30 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 1,		s32,		BOMB_WAVE30_ZONBIE_POINTS_NUMBER ) \ /* Wave30 variety of zomies that appear */ \ _PARAM_( 0,			s32,	BOMB_WAVE30_ZONBIE_TYPE_1 ) \ _PARAM_( -1,		s32,	BOMB_WAVE30_ZONBIE_TYPE_2 ) \ _PARAM_( -1,		s32,	BOMB_WAVE30_ZONBIE_TYPE_3 ) \ _PARAM_( -1,		s32,	BOMB_WAVE30_ZONBIE_TYPE_4 ) \ \ /* Time that this wave starts(seconds) */ \ _PARAM_( 150,		s32,	BOMB_WAVE31_INTER ) \ /* Wave31 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 1,		s32,		BOMB_WAVE31_ZONBIE_POINTS_NUMBER ) \ /* Wave31 variety of zomies that appear */ \ _PARAM_( 0,			s32,	BOMB_WAVE31_ZONBIE_TYPE_1 ) \ _PARAM_( -1,		s32,	BOMB_WAVE31_ZONBIE_TYPE_2 ) \ _PARAM_( -1,		s32,	BOMB_WAVE31_ZONBIE_TYPE_3 ) \ _PARAM_( -1,		s32,	BOMB_WAVE31_ZONBIE_TYPE_4 ) \ \ /* Time that this wave starts(seconds) */ \ _PARAM_( 155,		s32,	BOMB_WAVE32_INTER ) \ /* Wave32 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 1,		s32,		BOMB_WAVE32_ZONBIE_POINTS_NUMBER ) \ /* Wave32 variety of zomies that appear */ \ _PARAM_( 21,		s32,	BOMB_WAVE32_ZONBIE_TYPE_1 ) \ _PARAM_( -1,		s32,	BOMB_WAVE32_ZONBIE_TYPE_2 ) \ _PARAM_( -1,		s32,	BOMB_WAVE32_ZONBIE_TYPE_3 ) \ _PARAM_( -1,		s32,	BOMB_WAVE32_ZONBIE_TYPE_4 ) \ \ /* Time that this wave starts(seconds) */ \ _PARAM_( 160,		s32,	BOMB_WAVE33_INTER ) \ /* Wave33 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 1,		s32,		BOMB_WAVE33_ZONBIE_POINTS_NUMBER ) \ /* Wave33 variety of zomies that appear */ \ _PARAM_( 0,			s32,	BOMB_WAVE33_ZONBIE_TYPE_1 ) \ _PARAM_( -1,		s32,	BOMB_WAVE33_ZONBIE_TYPE_2 ) \ _PARAM_( -1,		s32,	BOMB_WAVE33_ZONBIE_TYPE_3 ) \ _PARAM_( -1,		s32,	BOMB_WAVE33_ZONBIE_TYPE_4 ) \ \ /* Time that this wave starts(seconds) */ \ _PARAM_( 165,		s32,	BOMB_WAVE34_INTER ) \ /* Wave34 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 1,		s32,		BOMB_WAVE34_ZONBIE_POINTS_NUMBER ) \ /* Wave34 variety of zomies that appear */ \ _PARAM_( 0,			s32,	BOMB_WAVE34_ZONBIE_TYPE_1 ) \ _PARAM_( -1,		s32,	BOMB_WAVE34_ZONBIE_TYPE_2 ) \ _PARAM_( -1,		s32,	BOMB_WAVE34_ZONBIE_TYPE_3 ) \ _PARAM_( -1,		s32,	BOMB_WAVE34_ZONBIE_TYPE_4 ) \ \ /* Time that this wave starts(seconds) */ \ _PARAM_( 170,		s32,	BOMB_WAVE35_INTER ) \ /* Wave35 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 1,		s32,		BOMB_WAVE35_ZONBIE_POINTS_NUMBER ) \ /* Wave35 variety of zomies that appear */ \ _PARAM_( 18,		s32,	BOMB_WAVE35_ZONBIE_TYPE_1 ) \ _PARAM_( -1,		s32,	BOMB_WAVE35_ZONBIE_TYPE_2 ) \ _PARAM_( -1,		s32,	BOMB_WAVE35_ZONBIE_TYPE_3 ) \ _PARAM_( -1,		s32,	BOMB_WAVE35_ZONBIE_TYPE_4 ) \ \ /* Time that this wave starts(seconds) */ \ _PARAM_( 175,		s32,	BOMB_WAVE36_INTER ) \ /* Wave36 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 1,		s32,		BOMB_WAVE36_ZONBIE_POINTS_NUMBER ) \ /* Wave36 variety of zomies that appear */ \ _PARAM_( 0,			s32,	BOMB_WAVE36_ZONBIE_TYPE_1 ) \ _PARAM_( -1,		s32,	BOMB_WAVE36_ZONBIE_TYPE_2 ) \ _PARAM_( -1,		s32,	BOMB_WAVE36_ZONBIE_TYPE_3 ) \ _PARAM_( -1,		s32,	BOMB_WAVE36_ZONBIE_TYPE_4 ) \ \ /* Time that this wave starts(seconds) */ \ _PARAM_( 180,		s32,	BOMB_WAVE37_INTER ) \ /* Wave37 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 1,		s32,		BOMB_WAVE37_ZONBIE_POINTS_NUMBER ) \ /* Wave37 variety of zomies that appear */ \ _PARAM_( 18,		s32,	BOMB_WAVE37_ZONBIE_TYPE_1 ) \ _PARAM_( -1,		s32,	BOMB_WAVE37_ZONBIE_TYPE_2 ) \ _PARAM_( -1,		s32,	BOMB_WAVE37_ZONBIE_TYPE_3 ) \ _PARAM_( -1,		s32,	BOMB_WAVE37_ZONBIE_TYPE_4 ) \ \ /* Time that this wave starts(seconds) */ \ _PARAM_( 185,		s32,	BOMB_WAVE38_INTER ) \ /* Wave38 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 1,		s32,		BOMB_WAVE38_ZONBIE_POINTS_NUMBER ) \ /* Wave38 variety of zomies that appear */ \ _PARAM_( 0,			s32,	BOMB_WAVE38_ZONBIE_TYPE_1 ) \ _PARAM_( -1,		s32,	BOMB_WAVE38_ZONBIE_TYPE_2 ) \ _PARAM_( -1,		s32,	BOMB_WAVE38_ZONBIE_TYPE_3 ) \ _PARAM_( -1,		s32,	BOMB_WAVE38_ZONBIE_TYPE_4 ) \ \ /* Time that this wave starts(seconds) */ \ _PARAM_( 190,		s32,	BOMB_WAVE39_INTER ) \ /* Wave39 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 1,		s32,		BOMB_WAVE39_ZONBIE_POINTS_NUMBER ) \ /* Wave39 variety of zomies that appear */ \ _PARAM_( 0,			s32,	BOMB_WAVE39_ZONBIE_TYPE_1 ) \ _PARAM_( -1,		s32,	BOMB_WAVE39_ZONBIE_TYPE_2 ) \ _PARAM_( -1,		s32,	BOMB_WAVE39_ZONBIE_TYPE_3 ) \ _PARAM_( -1,		s32,	BOMB_WAVE39_ZONBIE_TYPE_4 ) \ \ /* WAVE 40  */ \ \ /* Time that this wave starts(seconds) */ \ _PARAM_( 195,		s32,	BOMB_WAVE40_INTER ) \ /* Wave40 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 1,		s32,		BOMB_WAVE40_ZONBIE_POINTS_NUMBER ) \ /* Wave40 variety of zomies that appear */ \ _PARAM_( 0,			s32,	BOMB_WAVE40_ZONBIE_TYPE_1 ) \ _PARAM_( -1,		s32,	BOMB_WAVE40_ZONBIE_TYPE_2 ) \ _PARAM_( -1,		s32,	BOMB_WAVE40_ZONBIE_TYPE_3 ) \ _PARAM_( -1,		s32,	BOMB_WAVE40_ZONBIE_TYPE_4 ) \ \ /* Time that this wave starts(seconds) */ \ _PARAM_( 200,		s32,	BOMB_WAVE41_INTER ) \ /* Wave41 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 1,		s32,		BOMB_WAVE41_ZONBIE_POINTS_NUMBER ) \ /* Wave41 variety of zomies that appear */ \ _PARAM_( 7,			s32,	BOMB_WAVE41_ZONBIE_TYPE_1 ) \ _PARAM_( -1,		s32,	BOMB_WAVE41_ZONBIE_TYPE_2 ) \ _PARAM_( -1,		s32,	BOMB_WAVE41_ZONBIE_TYPE_3 ) \ _PARAM_( -1,		s32,	BOMB_WAVE41_ZONBIE_TYPE_4 ) \ \ /* Time that this wave starts(seconds) */ \ _PARAM_( 205,		s32,	BOMB_WAVE42_INTER ) \ /* Wave42 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 1,		s32,		BOMB_WAVE42_ZONBIE_POINTS_NUMBER ) \ /* Wave42 variety of zomies that appear */ \ _PARAM_( 0,			s32,	BOMB_WAVE42_ZONBIE_TYPE_1 ) \ _PARAM_( -1,		s32,	BOMB_WAVE42_ZONBIE_TYPE_2 ) \ _PARAM_( -1,		s32,	BOMB_WAVE42_ZONBIE_TYPE_3 ) \ _PARAM_( -1,		s32,	BOMB_WAVE42_ZONBIE_TYPE_4 ) \ \ /* Time that this wave starts(seconds) */ \ _PARAM_( 210,		s32,	BOMB_WAVE43_INTER ) \ /* Wave43 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 1,		s32,		BOMB_WAVE43_ZONBIE_POINTS_NUMBER ) \ /* Wave43 variety of zomies that appear */ \ _PARAM_( 7,			s32,	BOMB_WAVE43_ZONBIE_TYPE_1 ) \ _PARAM_( -1,		s32,	BOMB_WAVE43_ZONBIE_TYPE_2 ) \ _PARAM_( -1,		s32,	BOMB_WAVE43_ZONBIE_TYPE_3 ) \ _PARAM_( -1,		s32,	BOMB_WAVE43_ZONBIE_TYPE_4 ) \ \ /* Time that this wave starts(seconds) */ \ _PARAM_( 215,		s32,	BOMB_WAVE44_INTER ) \ /* Wave44 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 1,		s32,		BOMB_WAVE44_ZONBIE_POINTS_NUMBER ) \ /* Wave44 variety of zomies that appear */ \ _PARAM_( 0,			s32,	BOMB_WAVE44_ZONBIE_TYPE_1 ) \ _PARAM_( -1,		s32,	BOMB_WAVE44_ZONBIE_TYPE_2 ) \ _PARAM_( -1,		s32,	BOMB_WAVE44_ZONBIE_TYPE_3 ) \ _PARAM_( -1,		s32,	BOMB_WAVE44_ZONBIE_TYPE_4 ) \ \ /* Time that this wave starts(seconds) */ \ _PARAM_( 220,		s32,	BOMB_WAVE45_INTER ) \ /* Wave45 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 1,		s32,		BOMB_WAVE45_ZONBIE_POINTS_NUMBER ) \ /* Wave45 variety of zomies that appear */ \ _PARAM_( 23,		s32,	BOMB_WAVE45_ZONBIE_TYPE_1 ) \ _PARAM_( -1,		s32,	BOMB_WAVE45_ZONBIE_TYPE_2 ) \ _PARAM_( -1,		s32,	BOMB_WAVE45_ZONBIE_TYPE_3 ) \ _PARAM_( -1,		s32,	BOMB_WAVE45_ZONBIE_TYPE_4 ) \ \ /* Time that this wave starts(seconds) */ \ _PARAM_( 225,		s32,	BOMB_WAVE46_INTER ) \ /* Wave46 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 1,		s32,		BOMB_WAVE46_ZONBIE_POINTS_NUMBER ) \ /* Wave46 variety of zomies that appear */ \ _PARAM_( 0,			s32,	BOMB_WAVE46_ZONBIE_TYPE_1 ) \ _PARAM_( -1,		s32,	BOMB_WAVE46_ZONBIE_TYPE_2 ) \ _PARAM_( -1,		s32,	BOMB_WAVE46_ZONBIE_TYPE_3 ) \ _PARAM_( -1,		s32,	BOMB_WAVE46_ZONBIE_TYPE_4 ) \ \ /* Time that this wave starts(seconds) */ \ _PARAM_( 230,		s32,	BOMB_WAVE47_INTER ) \ /* Wave47 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 1,		s32,		BOMB_WAVE47_ZONBIE_POINTS_NUMBER ) \ /* Wave47 variety of zomies that appear */ \ _PARAM_( 23,		s32,	BOMB_WAVE47_ZONBIE_TYPE_1 ) \ _PARAM_( -1,		s32,	BOMB_WAVE47_ZONBIE_TYPE_2 ) \ _PARAM_( -1,		s32,	BOMB_WAVE47_ZONBIE_TYPE_3 ) \ _PARAM_( -1,		s32,	BOMB_WAVE47_ZONBIE_TYPE_4 ) \ \ /* Time that this wave starts(seconds) */ \ _PARAM_( 235,		s32,	BOMB_WAVE48_INTER ) \ /* Wave48 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 1,		s32,		BOMB_WAVE48_ZONBIE_POINTS_NUMBER ) \ /* Wave48 variety of zomies that appear */ \ _PARAM_( 7,			s32,	BOMB_WAVE48_ZONBIE_TYPE_1 ) \ _PARAM_( -1,		s32,	BOMB_WAVE48_ZONBIE_TYPE_2 ) \ _PARAM_( -1,		s32,	BOMB_WAVE48_ZONBIE_TYPE_3 ) \ _PARAM_( -1,		s32,	BOMB_WAVE48_ZONBIE_TYPE_4 ) \ \ \ \ /* CherryBomb on conveyer total spawn count ([infinite]0 - n)*/ \ _PARAM_( 7,		s32,	BOMB_CONVEYER_CHERRYBOMB_TOTAL ) \ /* CherryBomb on conveyer flow rate (0 - 100)*/ \ _PARAM_( 40,		s32,	BOMB_CONVEYER_CHERRYBOMB_RATE ) \ \ /* PotatoMine on conveyer total spawn count ([infinite]0 - n)*/ \ _PARAM_( 10,		s32,	BOMB_CONVEYER_POTATOMINE_TOTAL ) \ /* PotatoMine on conveyer flow rate (0 - 100)*/ \ _PARAM_( 90,	s32,	BOMB_CONVEYER_POTATOMINE_RATE ) \ \ /* CoffeeBean on conveyer total spawn count ([infinite]0 - n)*/ \ _PARAM_( 3,		s32,	BOMB_CONVEYER_INSTANT_COFFEE_TOTAL ) \ /* CoffeeBean on conveyer flow rate (0 - 100)*/ \ _PARAM_( 20,	s32,	BOMB_CONVEYER_INSTANT_COFFEE_RATE ) \ \ /* Jalapeno on conveyer total spawn count ([infinite]0 - n)*/ \ _PARAM_( 5,		s32,	BOMB_CONVEYER_JALAPENO_TOTAL ) \ /* Jalapeno on conveyer flow rate (0 - 100)*/ \ _PARAM_( 40,	s32,	BOMB_CONVEYER_JALAPENO_RATE ) \ \ /* Doomshroom on conveyer total spawn count ([infinite]0 - n)*/ \ _PARAM_( 3,		s32,	BOMB_CONVEYER_DOOMSHROOM_TOTAL ) \ /* Doomshroom on conveyer flow rate (0 - 100)*/ \ _PARAM_( 20,	s32,	BOMB_CONVEYER_DOOMSHROOM_RATE ) \ \ /* WALLNUT on conveyer total spawn count ([infinite]0 - n)*/ \ _PARAM_( 12,		s32,	BOMB_CONVEYER_WALLNUT_TOTAL ) \ /* WALLNUT on conveyer flow rate (0 - 100)*/ \ _PARAM_( 90,	s32,	BOMB_CONVEYER_WALLNUT_RATE ) \ \ \ /* CPU load control  */ \ /* Ball hit effect - projectile's default scheduled-process starting number (Max 128) */ \ _PARAM_( 32,		s32,	LOAD_CONTROL_PROJECTILE_NUM_1 ) \ \ /* Zombie's plant-nibbling effect - scheduled-process starting number */ \ _PARAM_( 10,		s32,	LOAD_CONTROL_ZPMBIE_NUM_1 ) \ /* Zombie body-parts-flying-away effect - scheduled-process starting number */ \ _PARAM_( 16,		s32,	LOAD_CONTROL_ZPMBIE_NUM_2 ) \ \ \ /*--*/ \ /*	 Zombie's speed	*/ \ /*--*/ \ /* Normal zombie  */	\ _PARAM_( 50,	s32,	NORMAL_ZOMBIE_SPD_WIDTH				)	\ _PARAM_( 90,	s32,	NORMAL_ZOMBIE_SPD_OFS				)	\ _PARAM_( 100,	s32,	NORMAL_ZOMBIE_SPD_DIV				)	\ \ /* Flag zombie  */	\ _PARAM_( 50,	s32,	FLAG_ZOMBIE_SPD_WIDTH				)	\ _PARAM_( 95,	s32,	FLAG_ZOMBIE_SPD_OFS					)	\ _PARAM_( 100,	s32,	FLAG_ZOMBIE_SPD_DIV					)	\ \ /* Corn zombie  */	\ _PARAM_( 50,	s32,	CONE_ZOMBIE_SPD_WIDTH				)	\ _PARAM_( 90,	s32,	CONE_ZOMBIE_SPD_OFS					)	\ _PARAM_( 100,	s32,	CONE_ZOMBIE_SPD_DIV					)	\ \ /* Corn zombie's damage1 */	\ _PARAM_( 50,	s32,	CONE_ZOMBIE_DMG1_SPD_WIDTH			)	\ _PARAM_( 80,	s32,	CONE_ZOMBIE_DMG1_SPD_OFS			)	\ _PARAM_( 100,	s32,	CONE_ZOMBIE_DMG1_SPD_DIV			)	\ \ /* Corn zombie's damage2 */	\ _PARAM_( 50,	s32,	CONE_ZOMBIE_DMG2_SPD_WIDTH			)	\ _PARAM_( 70,	s32,	CONE_ZOMBIE_DMG2_SPD_OFS			)	\ _PARAM_( 100,	s32,	CONE_ZOMBIE_DMG2_SPD_DIV			)	\ \ /* Bucket zombie  */	\ _PARAM_( 50,	s32,	PAIL_ZOMBIE_SPD_WIDTH				)	\ _PARAM_( 90,	s32,	PAIL_ZOMBIE_SPD_OFS					)	\ _PARAM_( 100,	s32,	PAIL_ZOMBIE_SPD_DIV					)	\ \ /* Bucket zombie's damage1 */	\ _PARAM_( 50,	s32,	PAIL_ZOMBIE_DMG1_SPD_WIDTH			)	\ _PARAM_( 80,	s32,	PAIL_ZOMBIE_DMG1_SPD_OFS			)	\ _PARAM_( 100,	s32,	PAIL_ZOMBIE_DMG1_SPD_DIV			)	\ \ /* Bucket zombie's damage2 */	\ _PARAM_( 50,	s32,	PAIL_ZOMBIE_DMG2_SPD_WIDTH			)	\ _PARAM_( 70,	s32,	PAIL_ZOMBIE_DMG2_SPD_OFS			)	\ _PARAM_( 100,	s32,	PAIL_ZOMBIE_DMG2_SPD_DIV			)	\ \ /* Screen-door zombie  */	\ _PARAM_( 50,	s32,	DOOR_ZOMBIE_SPD_WIDTH				)	\ _PARAM_( 80,	s32,	DOOR_ZOMBIE_SPD_OFS					)	\ _PARAM_( 100,	s32,	DOOR_ZOMBIE_SPD_DIV					)	\ \ /* Screen-door zombie's damage1 */	\ _PARAM_( 50,	s32,	DOOR_ZOMBIE_DMG1_SPD_WIDTH			)	\ _PARAM_( 70,	s32,	DOOR_ZOMBIE_DMG1_SPD_OFS			)	\ _PARAM_( 100,	s32,	DOOR_ZOMBIE_DMG1_SPD_DIV			)	\ \ /* Screen-door zombie's damage2 */	\ _PARAM_( 50,	s32,	DOOR_ZOMBIE_DMG2_SPD_WIDTH			)	\ _PARAM_( 60,	s32,	DOOR_ZOMBIE_DMG2_SPD_OFS			)	\ _PARAM_( 100,	s32,	DOOR_ZOMBIE_DMG2_SPD_DIV			)	\ \ /* Football zombie  */	\ _PARAM_( 50,	s32,	FOOTBALL_ZOMBIE_SPD_WIDTH			)	\ _PARAM_( 260,	s32,	FOOTBALL_ZOMBIE_SPD_OFS				)	\ _PARAM_( 100,	s32,	FOOTBALL_ZOMBIE_SPD_DIV				)	\ \ /* Football zombie's damage1 */	\ _PARAM_( 50,	s32,	FOOTBALL_ZOMBIE_DMG1_SPD_WIDTH		)	\ _PARAM_( 250,	s32,	FOOTBALL_ZOMBIE_DMG1_SPD_OFS		)	\ _PARAM_( 100,	s32,	FOOTBALL_ZOMBIE_DMG1_SPD_DIV		)	\ \ /* Football zombie's damage2 */	\ _PARAM_( 50,	s32,	FOOTBALL_ZOMBIE_DMG2_SPD_WIDTH		)	\ _PARAM_( 240,	s32,	FOOTBALL_ZOMBIE_DMG2_SPD_OFS		)	\ _PARAM_( 100,	s32,	FOOTBALL_ZOMBIE_DMG2_SPD_DIV		)	\ \ /* Football zombie's damage3 */	\ _PARAM_( 50,	s32,	FOOTBALL_ZOMBIE_DMG3_SPD_WIDTH		)	\ _PARAM_( 230,	s32,	FOOTBALL_ZOMBIE_DMG3_SPD_OFS		)	\ _PARAM_( 100,	s32,	FOOTBALL_ZOMBIE_DMG3_SPD_DIV		)	\ \ /* Snorkel zombie's pool entrance speed */	\ _PARAM_( 0.1f,	f32,	SNORKEL_ZOMBIE_WALK_INTO_POOL_SPD	)	\ \ /* Snorkel zombie in-pool speed */	\ _PARAM_( 0.4f,	f32,	SNORKEL_ZOMBIE_WALK_IN_POOL_SPD		)	\ \ /* Digger zombie's walking speed(puzzle-mode) */	\ _PARAM_( 0.2f,	f32,	DIGGER_ZOMBIE_WALK_SPD_PUZZLE		)	\ \ /* Digger zombie's walking speed(Adventure-mode) */	\ _PARAM_( 0.06f,	f32,	DIGGER_ZOMBIE_WALK_SPD_ADVENTURE	)	\ \ /* Imp (puzzle-mode) */	\ _PARAM_( 0.5f,	f32,	IMP_ZOMBIE_SPD_PUZZLE	)	\ \ /* Imp(Adventure-mode) */	\ _PARAM_( 0.28f,	f32,	IMP_ZOMBIE_SPD_ADVENTURE	)	\ \ /* Imp's throwing speed */	\ _PARAM_( 1.5f,	f32,	IMP_ZOMBIE_THROW_SPD	)	\ \ /* Yeti's run speed */	\ _PARAM_( 0.5f,	f32,	YETI_ZOMBIE_RUN_SPD	)	\ \ /* Yeti's walk speed */	\ _PARAM_( 0.2f,	f32,	YETI_ZOMBIE_WALK_SPD	)	\ \ /* Dancer,Backdancer zombie  */	\ _PARAM_( 0.30f,	f32,	DANCER_ZOMBIE_SPD	)	\ \ /* Hopping zombie's hopping speed */	\ _PARAM_( 0.40f,	f32,	POGO_ZOMBIE_SPD	)	\ \ /* Hopping zombie walking speed */	\ _PARAM_( 0.16f,	f32,	POGO_ZOMBIE_WALK_SPD	)	\ \ /* Flag zombie  */	\ _PARAM_( 0.25f,	f32,	FLAG_ZOMBIE_SPD	)	\ \ /* Digger-tunneling zombie's min/max speed */	\ _PARAM_( 0.66f,	f32,	DIGGER_TUNNELING_ZOMBIE_MIN_SPD		)	\ _PARAM_( 0.68f,	f32,	DIGGER_TUNNELING_ZOMBIE_MAX_SPD		)	\ \ /* Polevaulter zombie  */	\ _PARAM_( 0.20f,	f32,	POLEVAULTER_ZOMBIE_SPD	)	\ \ /* Polevaulter zombie pre-vault min/max speed */	\ _PARAM_( 0.30f,	f32,	POLEVAULTER_ZOMBIE_PRE_VAULT_MIN_SPD	)	\ _PARAM_( 0.35f,	f32,	POLEVAULTER_ZOMBIE_PRE_VAULT_MAX_SPD	)	\ \ /* Polevaulter zombie post-vaulting min/max */	\ _PARAM_( 0.17f,	f32,	POLEVAULTER_ZOMBIE_POST_VAULT_MIN_SPD	)	\ _PARAM_( 0.20f,	f32,	POLEVAULTER_ZOMBIE_POST_VAULT_MAX_SPD	)	\ \ /* Football zombie's min/max speed */	\ _PARAM_( 0.66f,	f32,	FOOTBALL_ZOMBIE_MIN_SPD	)	\ _PARAM_( 0.68f,	f32,	FOOTBALL_ZOMBIE_MAX_SPD	)	\ \ /* Snorkel zombie`s min/max speed */	\ _PARAM_( 0.66f,	f32,	SNORKEL_ZOMBIE_MIN_SPD	)	\ _PARAM_( 0.68f,	f32,	SNORKEL_ZOMBIE_MAX_SPD	)	\ \ /* Jack in the box zombie`s min/max speed */	\ _PARAM_( 0.36f,	f32,	JACK_IN_THE_BOX_ZOMBIE_MIN_SPD	)	\ _PARAM_( 0.38f,	f32,	JACK_IN_THE_BOX_ZOMBIE_MAX_SPD	)	\ \ /* Ladder carrying zombie`s min/max speed */	\ _PARAM_( 0.40f,	f32,	LADDER_CARRYING_ZOMBIE_MIN_SPD	)	\ _PARAM_( 0.45f,	f32,	LADDER_CARRYING_ZOMBIE_MAX_SPD	)	\ \ /* Ladder carrying zombie (without ladder) min/max speed */	\ _PARAM_( 0.16f,	f32,	LADDER_PLACING_ZOMBIE_MIN_SPD	)	\ _PARAM_( 0.18f,	f32,	LADDER_PLACING_ZOMBIE_MAX_SPD	)	\ \ /* Squash zombie`s min/max speed */	\ _PARAM_( 0.40f,	f32,	SQUASH_ZOMBIE_MIN_SPD	)	\ _PARAM_( 0.45f,	f32,	SQUASH_ZOMBIE_MAX_SPD	)	\ \ /* Newspaper zombie  */	\ _PARAM_( 0.15f,	f32,	NEWSPAPER_ZOMBIE_SPD	)	\ \ /* Mad newspaper zombie`s min/max speed */	\ _PARAM_( 0.40f,	f32,	NEWSPAPER_MAD_ZOMBIE_MIN_SPD	)	\ _PARAM_( 0.45f,	f32,	NEWSPAPER_MAD_ZOMBIE_MAX_SPD	)	\ \ /* Dolphin zombie`s walking min/max speed */	\ _PARAM_( 0.45f,	f32,	DOLPHIN_WALKING_ZOMBIE_MIN_SPD	)	\ _PARAM_( 0.55f,	f32,	DOLPHIN_WALKING_ZOMBIE_MAX_SPD	)	\ \ /* Dolphin zombie`s riding min/max speed */	\ _PARAM_( 0.69f,	f32,	DOLPHIN_RIDING_ZOMBIE_MIN_SPD	)	\ _PARAM_( 0.81f,	f32,	DOLPHIN_RIDING_ZOMBIE_MAX_SPD	)	\ \ /* Gargantuar zombie`s min/max speed */	\ _PARAM_( 0.1f,	f32,	GARGANTUAR_ZOMBIE_MIN_SPD	)	\ _PARAM_( 0.15f,	f32,	GARGANTUAR_ZOMBIE_MAX_SPD	)	\ \ /* Bobsled zombie  */	\ _PARAM_( 0.45f,	f32,	BOBSLED_ZOMBIE_SPD	)	\ \ /* Dancer zombie's entering speed */	\ _PARAM_( 0.3f,	f32,	DANCER_ZOMBIE_IN_SPD	)	\ \ /* Zamboni */	\ _PARAM_( 0.25f,	f32,	ZAMBONI_ZOMBIE_SPD	)	\ \ /* Ballon zombie  */	\ _PARAM_( 0.28f,	f32,	BALLOON_ZOMBIE_SPD	)	\ \ /* Catapult zombie  */	\ _PARAM_( 0.28f,	f32,	CATAPULT_ZOMBIE_SPD	)	\ \ /* Pea-head zombie  */	\ _PARAM_( 0.23f,	f32,	PEA_ZOMBIE_SPD	)	\ \ /* Wallnut-head zombie  */	\ _PARAM_( 0.23f,	f32,	WALLNUT_ZOMBIE_SPD	)	\ \ /* Jalapeno-head zombie  */	\ _PARAM_( 0.23f,	f32,	JALAPENO_ZOMBIE_SPD	)	\ \ /* Gatling-head zombie  */	\ _PARAM_( 0.23f,	f32,	GATLING_ZOMBIE_SPD	)	\ \ /* Tallnut-head zombie  */	\ _PARAM_( 0.23f,	f32,	TALLNUT_ZOMBIE_SPD	)	\ \ /* All other zombie types, default min/max */	\ _PARAM_( 0.23f,	f32,	OTHER_ZOMBIE_MIN_SPD	)	\ _PARAM_( 0.26f,	f32,	OTHER_ZOMBIE_MAX_SPD	)	\ \ /*--*/ \ /*	Adventure-mode plant physical strength */ \ /*--*/ \ /* Explode-o nuts */	\ _PARAM_( 4000,	s32,	SEED_EXPLODE_O_NUT_HEALTH	)	\ /* Giant wallnuts */	\ _PARAM_( 4000,	s32,	SEED_GIANT_WALLNUT_HEALTH	)	\ /* Wallnuts */	\ _PARAM_( 1200,	s32,	SEED_WALLNUT_HEALTH			)	\ /* Tallnuts */	\ _PARAM_( 2400,	s32,	SEED_TALLNUT_HEALTH			)	\ /* Pumpkin */	\ _PARAM_( 1200,	s32,	SEED_PUMPKINSHELL_HEALTH	)	\ /* Garlic */	\ _PARAM_( 400,	s32,	SEED_GARLIC_HEALTH	)	\ /* Spikerock */	\ _PARAM_( 450,	s32,	SEED_SPIKEROCK_HEALTH	)	\ /* Others */	\ _PARAM_( 80,	s32,	SEED_OTHER_PLANT_HEALTH	)	\ \ /*--*/ \ /*	I zombie brains！	*/ \ /*--*/ \ /* Brains */ \ _PARAM_( 7,	s32,	IZOMBIE_BRAIN_HEALTH ) \ \ /* Zombie cursor location offset  */	\ _PARAM_( -55,	s32,	ZOMBIE_CURSOR_OFS_X	) \ _PARAM_( -75,	s32,	ZOMBIE_CURSOR_OFS_Y	) \ \ \ /*--*/ \ /*	Mini-game「POP-plan homerun」	*/ \ /*--*/ \ /* Wave no. */	\ /* 		※ If the price changes, it is necessary to update the code, values, et. al. of HOMERUN_WAVE1_PROGRESS (defined later on) */	\ _PARAM_( 10,	s32,	HOMERUN_ZOMBIE_WAVE_NUM	) \ \ /* Time until zombie's start spawning (30=1sec) */	\ _PARAM_( 240,	s32,	HOMERUN_ZOMBIE_COUNT_DOWN	) \ \ /* End conditions（Necessary amount of homeruns needed） */	\ _PARAM_( 30,	s32,	HOMERUN_FINISH_FIGURE	) \ \ /* Seedbag quantity */	\ _PARAM_( 5,	s32,		HOMERUN_NUM_SEEDS_IN_BANK	) \ \ /* Types of seedbags */	\ /* 		0	SEED_PEASHOOTER, */ \ /* 		1	SEED_SUNFLOWER, */ \ /* 		2	SEED_CHERRYBOMB, */ \ /* 		3	SEED_WALLNUT, */ \ /* 		4	SEED_POTATOMINE, */ \ /* 		5	SEED_SNOWPEA, */ \ /* 		6	SEED_CHOMPER, */ \ /* 		7	SEED_REPEATER, */ \ /* 		8	SEED_PUFFSHROOM, */ \ /* 		9	SEED_SUNSHROOM, */ \ /* 		10	SEED_FUMESHROOM, */ \ /* 		11	SEED_GRAVEBUSTER, */ \ /* 		12	SEED_HYPNOSHROOM, */ \ /* 		13	SEED_SCAREDYSHROOM, */ \ /* 		14	SEED_ICESHROOM, */ \ /* 		15	SEED_DOOMSHROOM, */ \ /* 		16	SEED_LILYPAD, */ \ /* 		17	SEED_SQUASH, */ \ /* 		18	SEED_THREEPEATER, */ \ /* 		19	SEED_TANGLEKELP, */ \ /* 		20	SEED_JALAPENO, */ \ /* 		21	SEED_SPIKEWEED, */ \ /* 		22	SEED_TORCHWOOD, */ \ /* 		23	SEED_TALLNUT, */ \ /* 		24	SEED_SEASHROOM, */ \ /* 		25	SEED_PLANTERN, */ \ /* 		26	SEED_CACTUS, */ \ /* 		27	SEED_BLOVER, */ \ /* 		28	SEED_SPLITPEA, */ \ /* 		29	SEED_STARFRUIT, */ \ /* 		30	SEED_PUMPKINSHELL, */ \ /* 		31	SEED_MAGNETSHROOM, */ \ /* 		32	SEED_CABBAGEPULT, */ \ /* 		33	SEED_FLOWERPOT, */ \ /* 		34	SEED_KERNELPULT, */ \ /* 		35	SEED_INSTANT_COFFEE, */ \ /* 		36	SEED_GARLIC, */ \ /* 		37	SEED_UMBRELLA, */ \ /* 		38	SEED_MARIGOLD, */ \ /* 		39	SEED_MELONPULT, */ \ _PARAM_( 2,		s32,		HOMERUN_SEED_TYPE_1	) \ _PARAM_( 3,		s32,		HOMERUN_SEED_TYPE_2	) \ _PARAM_( 4,		s32,		HOMERUN_SEED_TYPE_3	) \ _PARAM_( 6,		s32,		HOMERUN_SEED_TYPE_4	) \ _PARAM_( 20,	s32,		HOMERUN_SEED_TYPE_5	) \ _PARAM_( 0,		s32,		HOMERUN_SEED_TYPE_6	) \ \ \ /* Homeruns position */	\ _PARAM_( 440,	s32,		HOMERUN_HOMEBASE_POS_X	) \ _PARAM_( 300,	s32,		HOMERUN_HOMEBASE_POS_Y	) \ \ \ /* Catapult location */	\ _PARAM_( 640,	s32,		HOMERUN_PITCHER_POS_X	) \ _PARAM_( 250,	s32,		HOMERUN_PITCHER_POS_Y	) \ \ \ /* Before-game-start direction stuff */	\ _PARAM_( 10,	s32,		HOMERUN_INTRO_THROW_BALL_AGE	) \ \ /* Pitcher pitcher-animation ending frame */	\ _PARAM_( 60,	s32,		HOMERUN_PITCHER_THROW_ANIM_END_FRAME	) \ \ /* Pitcher ball-throwing interval (30=1sec) */	\ _PARAM_( 120,	s32,		HOMERUN_PITCHER_THROW_INTERVAL	) \ \ \ /* Ball appearance location */	\ _PARAM_( 660,	s32,		HOMERUN_BALL_APPEAR_X	) \ _PARAM_( 170,	s32,		HOMERUN_BALL_APPEAR_Y	) \ \ /* Ball removal start time */	\ _PARAM_( 20,	s32,		HOMERUN_BALL_BEGIN_MOVE_AGE	) \ \ /* Baseline ball throwing strength */	\ _PARAM_( -30,	s32,		HOMERUN_BALL_BASE_SPD_X	) \ _PARAM_( -15,	s32,		HOMERUN_BALL_BASE_SPD_Y	) \ \ /* Ball gravity */	\ _PARAM_( 2,		s32,		HOMERUN_BALL_GRAVITY	) \ \ /* Ground location */	\ _PARAM_( 300,		s32,	HOMERUN_BALL_GROUND_Y	) \ \ /* Entryway door location */	\ _PARAM_( -100,		s32,	HOMERUN_HOME_DOOR_X	) \ \ \ /* Ball center location offset */	\ _PARAM_( 0,			s32,	HOMERUN_BALL_CENTER_OFS_X	) \ _PARAM_( 0,		s32,	HOMERUN_BALL_CENTER_OFS_Y	) \ \ /* Extent of swing hit area */	\ _PARAM_( 120,		s32,	HOMERUN_SWING_HIT_AREA_W	) \ _PARAM_( 120,		s32,	HOMERUN_SWING_HIT_AREA_H	) \ \ /* Extent of swing core area */	\ _PARAM_( 50,		s32,	HOMERUN_SWING_HIT_CORE_AREA_W	) \ _PARAM_( 50,		s32,	HOMERUN_SWING_HIT_CORE_AREA_H	) \ \ /* Silde speed (necessary for homerun) */	\ _PARAM_( 0x30000,	s32,	HOMERUN_SWING_SPEED_1	) \ \ /* Swing angle start/end (necessary for homerun) */	\ /*		9-times 0x0000 12-times 0x4000  3-times 0x8000  6-times 0xc000 */	\ _PARAM_( 0x5000,	s32,	HOMERUN_SWING_ANGLE_BEGIN	) \ _PARAM_( 0x7200,	s32,	HOMERUN_SWING_ANGLE_END	) \ \ \ /* Homerun ball flying speed */	\ _PARAM_( 70,		s32,	HOMERUN_HOMERUN_BALL_SPD_X	) \ _PARAM_( -70,		s32,	HOMERUN_HOMERUN_BALL_SPD_Y	) \ \ /* Homerun accopmlished, number of Suns to spawn */	\ _PARAM_( 2,		s32,	HOMERUN_SPAWNSUN_AT_HOMERUN	) \ \ /* Homerun hit - SE numbers, effect options (63:SE_SHIELDHIT) */	\ _PARAM_( 101,		s32,	HOMERUN_HOMERUN_SE_NO	) \ _PARAM_( 0x100,		s32,	HOMERUN_HOMERUN_SE_RATIO	) \ _PARAM_( 0,			s32,	HOMERUN_HOMERUN_SE_PITCH	) \ _PARAM_( 0x1000,	s32,	HOMERUN_HOMERUN_SE_VOLUME_MUL	) \ \ /* Liner ball hit max speed */	\ _PARAM_( 0x20000,	s32,	HOMERUN_LINER_MAX_SPEED	) \ \ /* Liner ball hit min speed */	\ _PARAM_( 0x10000,	s32,	HOMERUN_LINER_MIN_SPEED	) \ \ /* Liner ball hit - SE numbers, effect options (63:SE_SHIELDHIT) */	\ _PARAM_( 57,		s32,	HOMERUN_LINER_SE_NO	) \ _PARAM_( 0x100,		s32,	HOMERUN_LINER_SE_RATIO	) \ _PARAM_( -200,			s32,	HOMERUN_LINER_SE_PITCH	) \ _PARAM_( 0x1000,	s32,	HOMERUN_LINER_SE_VOLUME_MUL	) \ \ /* Homerun hit - SE numbers, effect options (63:SE_SHIELDHIT) */	\ _PARAM_( 57,		s32,	HOMERUN_HIT_SE_NO	) \ _PARAM_( 0x100,		s32,	HOMERUN_HIT_SE_RATIO	) \ _PARAM_( -200,			s32,	HOMERUN_HIT_SE_PITCH	) \ _PARAM_( 0x1000,	s32,	HOMERUN_HIT_SE_VOLUME_MUL	) \ \ /* Speed of ball after hitting zombie */	\ _PARAM_( 10,	s32,	HOMERUN_BALL_SPD_Y_WIDTH_AFTER_HIT_ZOMBIE	) \ \ \ /* Probability of pitch variety (0-100%) */	\ /* Type１ */	\ _PARAM_( 30,	s32,	HOMERUN_BALL_TYPE_1	) \ /* Type２ */	\ _PARAM_( 40,	s32,	HOMERUN_BALL_TYPE_2	) \ /* Type３ */	\ _PARAM_( 20,	s32,	HOMERUN_BALL_TYPE_3	) \ /* Type４ */	\ _PARAM_( 10,	s32,	HOMERUN_BALL_TYPE_4	) \ \ \ /* Pitch variety - Type１ */ \ /* Throw strength */	\ _PARAM_( -20,	s32,		HOMERUN_TYPE1_BALL_BASE_SPD_X	) \ _PARAM_( -10,	s32,		HOMERUN_TYPE1_BALL_BASE_SPD_Y	) \ /* Ball gravity */	\ _PARAM_( 1,		s32,		HOMERUN_TYPE1_BALL_GRAVITY	) \ \ /* Pitch variety - Type２ */ \ /* Throw strength */	\ _PARAM_( -30,	s32,		HOMERUN_TYPE2_BALL_BASE_SPD_X	) \ _PARAM_( -15,	s32,		HOMERUN_TYPE2_BALL_BASE_SPD_Y	) \ /* Ball gravity */	\ _PARAM_( 2,		s32,		HOMERUN_TYPE2_BALL_GRAVITY	) \ \ /* Pitch variety - Type３ */ \ /* Throw strength */	\ _PARAM_( -30,	s32,		HOMERUN_TYPE3_BALL_BASE_SPD_X	) \ _PARAM_( -15,	s32,		HOMERUN_TYPE3_BALL_BASE_SPD_Y	) \ /* Ball gravity */	\ _PARAM_( 2,		s32,		HOMERUN_TYPE3_BALL_GRAVITY	) \ \ /* Pitch variety - Type４ */ \ /* Throw strength */	\ _PARAM_( -30,	s32,		HOMERUN_TYPE4_BALL_BASE_SPD_X	) \ _PARAM_( -15,	s32,		HOMERUN_TYPE4_BALL_BASE_SPD_Y	) \ /* Ball gravity */	\ _PARAM_( 2,		s32,		HOMERUN_TYPE4_BALL_GRAVITY	) \ \ \ /* Wave1 - big wave frequency (2:after 2 common waves .. n: after 'n' common waves) */ \ _PARAM_( 3,		s32,		HOMERUN_HUGE_WAVE_INTER ) \ /* Wave1 - big wave occurence, how many times over zombies spawn (Multiply by HOMERUN_WAVEn_ZONBIE_POINTS_NUMBER) */ \ _PARAM_( 1.0f,	f32,		HOMERUN_HUGE_WAVEn_ZOMBIE_POINTS_MUL ) \ \ \ /* Rate of progression which applies to this wave's options（Progress bar's rate of progression）[0-100(%)] */ \ /* ※ Fixed at '0' at start！ Do *NOT* change this! */ \ _PARAM_( 0,		s32,	HOMERUN_WAVE1_PROGRESS ) \ /* Wave1 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 1,		s32,		HOMERUN_WAVE1_ZONBIE_POINTS_NUMBER ) \ /* Wave1 zombie walking speed (1.0x ～ n.n times) */ \ _PARAM_( 1.5f,		f32,		HOMERUN_WAVE1_ZONBIE_WALK_SPEED ) \ /* Wave1 additional zombies to spawn */ \ _PARAM_( 3,		s32,		HOMERUN_WAVE1_HUGE_WAVE_EXTEND_ZONBIE_NUM ) \ \ /* Rate of progression which applies to this wave's options（Progress bar's rate of progression）[0-100(%)] */ \ _PARAM_( 10,		s32,	HOMERUN_WAVE2_PROGRESS ) \ /* Wave1 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 1,		s32,		HOMERUN_WAVE2_ZONBIE_POINTS_NUMBER ) \ /* Wave1 zombie walking speed (1.0x ～ n.n times) */ \ _PARAM_( 2.2f,		f32,		HOMERUN_WAVE2_ZONBIE_WALK_SPEED ) \ /* Wave1 additional zombies to spawn */ \ _PARAM_( 3,		s32,		HOMERUN_WAVE2_HUGE_WAVE_EXTEND_ZONBIE_NUM ) \ \ /* Rate of progression which applies to this wave's options（Progress bar's rate of progression）[0-100(%)] */ \ _PARAM_( 20,		s32,	HOMERUN_WAVE3_PROGRESS ) \ /* Wave1 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 1,		s32,		HOMERUN_WAVE3_ZONBIE_POINTS_NUMBER ) \ /* Wave1 zombie walking speed (1.0x ～ n.n times) */ \ _PARAM_( 3.4f,		f32,		HOMERUN_WAVE3_ZONBIE_WALK_SPEED ) \ /* Wave1 additional zombies to spawn */ \ _PARAM_( 5,		s32,		HOMERUN_WAVE3_HUGE_WAVE_EXTEND_ZONBIE_NUM ) \ \ /* Rate of progression which applies to this wave's options（Progress bar's rate of progression）[0-100(%)] */ \ _PARAM_( 30,		s32,	HOMERUN_WAVE4_PROGRESS ) \ /* Wave1 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 1,		s32,		HOMERUN_WAVE4_ZONBIE_POINTS_NUMBER ) \ /* Wave1 zombie walking speed (1.0x ～ n.n times) */ \ _PARAM_( 3.6f,		f32,		HOMERUN_WAVE4_ZONBIE_WALK_SPEED ) \ /* Wave1 additional zombies to spawn */ \ _PARAM_( 5,		s32,		HOMERUN_WAVE4_HUGE_WAVE_EXTEND_ZONBIE_NUM ) \ \ /* Rate of progression which applies to this wave's options（Progress bar's rate of progression）[0-100(%)] */ \ _PARAM_( 40,		s32,	HOMERUN_WAVE5_PROGRESS ) \ /* Wave1 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 1,		s32,		HOMERUN_WAVE5_ZONBIE_POINTS_NUMBER ) \ /* Wave1 zombie walking speed (1.0x ～ n.n times) */ \ _PARAM_( 3.8f,		f32,		HOMERUN_WAVE5_ZONBIE_WALK_SPEED ) \ /* Wave1 additional zombies to spawn */ \ _PARAM_( 5,		s32,		HOMERUN_WAVE5_HUGE_WAVE_EXTEND_ZONBIE_NUM ) \ \ /* Rate of progression which applies to this wave's options（Progress bar's rate of progression）[0-100(%)] */ \ _PARAM_( 50,		s32,	HOMERUN_WAVE6_PROGRESS ) \ /* Wave1 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 2,		s32,		HOMERUN_WAVE6_ZONBIE_POINTS_NUMBER ) \ /* Wave1 zombie walking speed (1.0x ～ n.n times) */ \ _PARAM_( 3.0f,		f32,		HOMERUN_WAVE6_ZONBIE_WALK_SPEED ) \ /* Wave1 additional zombies to spawn */ \ _PARAM_( 3,		s32,		HOMERUN_WAVE6_HUGE_WAVE_EXTEND_ZONBIE_NUM ) \ \ /* Rate of progression which applies to this wave's options（Progress bar's rate of progression）[0-100(%)] */ \ _PARAM_( 60,		s32,	HOMERUN_WAVE7_PROGRESS ) \ /* Wave1 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 2,		s32,		HOMERUN_WAVE7_ZONBIE_POINTS_NUMBER ) \ /* Wave1 zombie walking speed (1.0x ～ n.n times) */ \ _PARAM_( 2.2f,		f32,		HOMERUN_WAVE7_ZONBIE_WALK_SPEED ) \ /* Wave1 additional zombies to spawn */ \ _PARAM_( 3,		s32,		HOMERUN_WAVE7_HUGE_WAVE_EXTEND_ZONBIE_NUM ) \ \ /* Rate of progression which applies to this wave's options（Progress bar's rate of progression）[0-100(%)] */ \ _PARAM_( 70,		s32,	HOMERUN_WAVE8_PROGRESS ) \ /* Wave1 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 2,		s32,		HOMERUN_WAVE8_ZONBIE_POINTS_NUMBER ) \ /* Wave1 zombie walking speed (1.0x ～ n.n times) */ \ _PARAM_( 3.0f,		f32,		HOMERUN_WAVE8_ZONBIE_WALK_SPEED ) \ /* Wave1 additional zombies to spawn */ \ _PARAM_( 3,		s32,		HOMERUN_WAVE8_HUGE_WAVE_EXTEND_ZONBIE_NUM ) \ \ /* Rate of progression which applies to this wave's options（Progress bar's rate of progression）[0-100(%)] */ \ _PARAM_( 80,		s32,	HOMERUN_WAVE9_PROGRESS ) \ /* Wave1 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 3,		s32,		HOMERUN_WAVE9_ZONBIE_POINTS_NUMBER ) \ /* Wave1 zombie walking speed (1.0x ～ n.n times) */ \ _PARAM_( 3.0f,		f32,		HOMERUN_WAVE9_ZONBIE_WALK_SPEED ) \ /* Wave1 additional zombies to spawn */ \ _PARAM_( 3,		s32,		HOMERUN_WAVE9_HUGE_WAVE_EXTEND_ZONBIE_NUM ) \ \ /* Rate of progression which applies to this wave's options（Progress bar's rate of progression）[0-100(%)] */ \ _PARAM_( 90,		s32,	HOMERUN_WAVE10_PROGRESS ) \ /* Wave1 zombie appearance constants (few:1 ～ 10:many) */ \ _PARAM_( 3,		s32,		HOMERUN_WAVE10_ZONBIE_POINTS_NUMBER ) \ /* Wave1 zombie walking speed (1.0x ～ n.n times) */ \ _PARAM_( 5.0f,		f32,		HOMERUN_WAVE10_ZONBIE_WALK_SPEED ) \ /* Wave1 additional zombies to spawn */ \ _PARAM_( 3,		s32,		HOMERUN_WAVE10_HUGE_WAVE_EXTEND_ZONBIE_NUM ) \ \ \ /* Wait-time before spawning relief zombie（30=1sec) */ \ _PARAM_( 30,		s32,		HOMERUN_RELIEF_PITCHER_APPEAR_TIME ) \ \ \ /* When zombie is knocked out, number of Suns to spawn */ \ _PARAM_( 3,		s32,		HOMERUN_SPAWN_SUN_AT_ZOMBIE_DIE ) \ \ /* Swing effect position offset */ \ _PARAM_( 0,		s32,		HOMERUN_SWING_EFFECT_OFS_X ) \ _PARAM_( -100,		s32,		HOMERUN_SWING_EFFECT_OFS_Y ) \ \ /* Swing effect α-level */ \ _PARAM_( 12,		s32,		HOMERUN_SWING_EFFECT_ALPHA ) \ \ /* 「PLAYBALL」「HOMERUN」 position */ \ _PARAM_( 355,		s32,		HOMERUN_CAPTION_POS_X ) \ _PARAM_( 230,		s32,		HOMERUN_CAPTION_POS_Y ) \ \

sItxMenu.itx
This differs between the European and US versions.

Europe
/* cImportTxt2Data - Allows us to use the parameter definitions */ \ /* C++ style comments // are bad                           */ \ /* Because of the macro expansion this code uses, it's always neccessary to terminate the line with a backslash */ \ /* in accordance with C-style descriptors or you will get a compiler error */ \ \ /*--*/ \ /* Vs. mode top menu */ \ /*--*/ \ /* button １ location  */ \ _PARAM_( 53,	s32,	VS_TOP_BUTTON_1_Y ) \ \ /* button ２ location  */ \ _PARAM_( 87,	s32,	VS_TOP_BUTTON_2_Y ) \ \ /* button ３ location  */ \ _PARAM_( 121,	s32,	VS_TOP_BUTTON_3_Y ) \ \ \ /*--*/ \ /* Vs. mode menu */ \ /*--*/ \ /* Upper image dialogue positionY */ \ _PARAM_( 80,	s32,	VS_DIALOG_Y ) \ \ /* 「PlayerN」 positionX (right edge) */ \ _PARAM_( 92,	s32,	VS_PLAYER_N_X ) \ \ /* 「PlayerN」 position offset Y (From parent name positionY etc.) */ \ _PARAM_( 6,		s32,	VS_PLAYER_N_OFS_Y ) \ \ /* Player name positionX(left edge) */ \ _PARAM_( 100,	s32,	VS_PLAYER_NAME_X ) \ \ /* Parent name positionY */ \ _PARAM_( 58,	s32,	VS_OWNER_NAME_Y ) \ \ /* Child name positionY */ \ _PARAM_( 80,	s32,	VS_OTHER_NAME_Y ) \ \ /* Message positionY */ \ _PARAM_( 170,	s32,	VS_MESSAGE_Y ) \ \ /* Message flash interval */ \ _PARAM_( 30,	s32,	VS_MESSAGE_FLASH_INTER ) \ \ /* Zombie arm location */ \ _PARAM_( 128,	s32,	VS_ZOMBIE_ARM_X ) \ _PARAM_( 150,	s32,	VS_ZOMBIE_ARM_Y ) \ \ /* Zombie - frames to wait before spawning arms */ \ _PARAM_( 60,	s32,	VS_ZOMBIE_ARM_AFTER_WAIT_FRAME ) \ \ \ /*--*/ \ /* Vs. mode center menu(side selection、result) width */ \ /*--*/ \ /* 「Parent management waiting」Message positionY */ \ _PARAM_( 170,	s32,	VS_COMMON_WAITING_MESSAGE_Y ) \ \ \ /*--*/ \ /* Vs. mode side selection menu */ \ /*--*/ \ /* Message positionY */ \ _PARAM_( 26,	s32,	VS_SIDE_MESSAGE_Y ) \ \ \ /*--*/ \ /* Vs. mode result */ \ /*--*/ \ /* Parent name position */ \ _PARAM_( 107,	s32,	VS_RESULT_OWNER_NAME_X ) \ _PARAM_( 33,	s32,	VS_RESULT_OWNER_NAME_Y ) \ \ /* Child name position */ \ _PARAM_( 107,	s32,	VS_RESULT_OTHER_NAME_X ) \ _PARAM_( 97,	s32,	VS_RESULT_OTHER_NAME_Y ) \ \ /* Falling trophy gravity */ \ _PARAM_( 0x1000,	s32,	VS_RESULT_TROPHY_GRAVITY ) \ /* Falling trophy location X */ \ _PARAM_( 140,	s32,	VS_RESULT_TROPHY_POS_X ) \ /* Falling plant trophy stop location Y */ \ _PARAM_( 90,	s32,	VS_RESULT_TROPHY_PLANT_STOP_Y ) \ _PARAM_( 77,	s32,	VS_RESULT_TROPHY_PLANT_PLANT_Y ) \ /* Falling zombie trophy stop location Y */ \ _PARAM_( 153,	s32,	VS_RESULT_TROPHY_ZOMBIE_STOP_Y ) \ _PARAM_( 140,	s32,	VS_RESULT_TROPHY_ZOMBIE_PLANT_Y ) \ \ /* Plant trophy initial alignment location  */ \ _PARAM_( 168,	s32,	VS_RESULT_TROPHY_LOCATE_X ) \ \ /* Trophy rank list */ \ _PARAM_( 16,	s32,	VS_RESULT_TROPHY_STEP_X ) \ /* Trophy max image display */ \ _PARAM_( 5,		s32,	VS_RESULT_TROPHY_IMAGE_NUM_MAX ) \ \ /* WinStreak number box position */ \ _PARAM_( 173,		s32,	VS_RESULT_WIN_STREAK_POS_X ) \ _PARAM_( 173,		s32,	VS_RESULT_WIN_STREAK_POS_X_DE ) \ _PARAM_( 173,		s32,	VS_RESULT_WIN_STREAK_POS_X_ES ) \ _PARAM_( 181,		s32,	VS_RESULT_WIN_STREAK_POS_X_FR ) \ _PARAM_( 173,		s32,	VS_RESULT_WIN_STREAK_POS_X_IT ) \ _PARAM_( 145,		s32,	VS_RESULT_WIN_STREAK_POS_X_NL ) \ _PARAM_( 61,		s32,	VS_RESULT_WIN_STREAK_PLANT_POS_Y ) \ _PARAM_( 125,		s32,	VS_RESULT_WIN_STREAK_ZOMBIE_POS_Y ) \ /* "WinStreak" position */ \ _PARAM_( 210,		s32,	VS_RESULT_WIN_STREAK_TEXT_POS_X ) \ /* WinStreak"x" position */ \ _PARAM_( 300,		s32,	VS_RESULT_WIN_STREAK_X_POS_X ) \ \ /* Numerical box position */ \ _PARAM_( 223,		s32,	VS_RESULT_WIN_NUMBER_POS_X ) \ _PARAM_( 74,		s32,	VS_RESULT_WIN_NUMBER_PLANT_PLANT_POS_Y ) \ _PARAM_( 88,		s32,	VS_RESULT_WIN_NUMBER_PLANT_ZOMBIE_POS_Y ) \ _PARAM_( 137,		s32,	VS_RESULT_WIN_NUMBER_ZOMBIE_PLANT_POS_Y ) \ _PARAM_( 151,		s32,	VS_RESULT_WIN_NUMBER_ZOMBIE_ZOMBIE_POS_Y ) \ /* Trophy writing surface location */ \ _PARAM_( 190,		s32,	VS_RESULT_WIN_NUMBER_TROPHY_POS_X ) \ _PARAM_( 210,		s32,	VS_RESULT_WIN_NUMBER_PLANT_X_POS_X ) \ _PARAM_( 100,		s32,	VS_RESULT_WIN_NUMBER_ZOMBIE_X_POS_X ) \ \ /* Base frame location from Zombatar position offset */ \ _PARAM_( 0,		s32,	VS_RESULT_ZOMBATAR_OFS_X ) \ _PARAM_( -8,		s32,	VS_RESULT_ZOMBATAR_OFS_Y ) \ \ /* 「PLAY AGAIN」button location */ \ _PARAM_( 105,		s32,	VS_RESULT_BUTTON_PLAY_AGAIN_POS_X ) \ _PARAM_( 158,		s32,	VS_RESULT_BUTTON_PLAY_AGAIN_POS_Y ) \ \ /* 「MAIN MENU」button location */ \ _PARAM_( 176,		s32,	VS_RESULT_BUTTON_MAIN_MENU_POS_X ) \ _PARAM_( 158,		s32,	VS_RESULT_BUTTON_MAIN_MENU_POS_Y ) \ \ \ \ /*--*/ \ /* Vs. mode "How to Play" */ \ /*--*/ \ \ /* Page scroll speed */ \ _PARAM_( 26,	s32,	VS_HOW_TO_PLAY_PAGE_SCROLL_SPEED ) \ \ /* Text position */ \ /* 	 page 1 text 1 right-hand text location pointer */ \ _PARAM_( 190,	s32,	VS_HOW_TO_PLAY_PAGE_1_1_X ) \ _PARAM_( 40,	s32,	VS_HOW_TO_PLAY_PAGE_1_1_Y ) \ /* 	 page 1 text 2 left-hand text location pointer */ \ _PARAM_( 64,	s32,	VS_HOW_TO_PLAY_PAGE_1_2_X ) \ _PARAM_( 80,	s32,	VS_HOW_TO_PLAY_PAGE_1_2_Y ) \ /* 	 page 1 text 3 right-hand text location pointer */ \ _PARAM_( 190,	s32,	VS_HOW_TO_PLAY_PAGE_1_3_X ) \ _PARAM_( 129,	s32,	VS_HOW_TO_PLAY_PAGE_1_3_Y ) \ \ /* 	 page 2 text 1 right-hand text location pointer */ \ _PARAM_( 70,	s32,	VS_HOW_TO_PLAY_PAGE_2_1_X ) \ _PARAM_( 35,	s32,	VS_HOW_TO_PLAY_PAGE_2_1_Y ) \ /* 	 page 3 text 1 left-hand text location pointer */ \ _PARAM_( 70,	s32,	VS_HOW_TO_PLAY_PAGE_3_1_X ) \ _PARAM_( 35,	s32,	VS_HOW_TO_PLAY_PAGE_3_1_Y ) \ /* 	 page 4 text 1 right-hand text location pointer */ \ _PARAM_( 70,	s32,	VS_HOW_TO_PLAY_PAGE_4_1_X ) \ _PARAM_( 35,	s32,	VS_HOW_TO_PLAY_PAGE_4_1_Y ) \ \ \ /*--*/ \ /* General pose dialogue stuff */ \ /*--*/ \ \ \ /*--*/ \ /* General message dialogue stuff */ \ /*--*/ \ /* [YES] button  location  （Dialogue standard location からの offset ） */ \ _PARAM_( -112,	s32,	MESSAGE_DIALOG_YES_OFS_X ) \ _PARAM_( 38,	s32,	MESSAGE_DIALOG_YES_OFS_Y ) \ _PARAM_( 100,	s32,	MESSAGE_DIALOG_YES_W ) \ _PARAM_( 16,	s32,	MESSAGE_DIALOG_YES_H ) \ \ /* [NO] button  location  （Dialogue standard location からの offset ） */ \ _PARAM_( 12,	s32,	MESSAGE_DIALOG_NO_OFS_X ) \ _PARAM_( 38,	s32,	MESSAGE_DIALOG_NO_OFS_Y ) \ _PARAM_( 100,	s32,	MESSAGE_DIALOG_NO_W ) \ _PARAM_( 16,	s32,	MESSAGE_DIALOG_NO_H ) \ \ \ /*--*/ \ /* Almanac「more..」 position */ \ /*--*/ \ _PARAM_( 240,	s32,	ALMANAC_MORE_STRING_POS_X ) \ _PARAM_( 112,	s32,	ALMANAC_MORE_STRING_POS_Y ) \ \ \ /*--*/ \ /* Language choice button's location & size */ \ /*--*/ \ _PARAM_( 180,	s32,	LANGSEL_BUTTON_WIDTH ) \ _PARAM_( 32,	s32,	LANGSEL_BUTTON_HEIGHT ) \ \ _PARAM_( 128,	s32,	LANGSEL_BUTTON_LANG1_X ) \ _PARAM_( 0,		s32,	LANGSEL_BUTTON_LANG1_Y ) \ \ _PARAM_( 128,	s32,	LANGSEL_BUTTON_LANG2_X ) \ _PARAM_( 32,	s32,	LANGSEL_BUTTON_LANG2_Y ) \ \ _PARAM_( 128,	s32,	LANGSEL_BUTTON_LANG3_X ) \ _PARAM_( 64,	s32,	LANGSEL_BUTTON_LANG3_Y ) \ \ _PARAM_( 128,	s32,	LANGSEL_BUTTON_LANG4_X ) \ _PARAM_( 96,	s32,	LANGSEL_BUTTON_LANG4_Y ) \ \ _PARAM_( 128,	s32,	LANGSEL_BUTTON_LANG5_X ) \ _PARAM_( 128,	s32,	LANGSEL_BUTTON_LANG5_Y ) \ \ _PARAM_( 128,	s32,	LANGSEL_BUTTON_LANG6_X ) \ _PARAM_( 160,	s32,	LANGSEL_BUTTON_LANG6_Y ) \ \ \ /*--*/ \ /* Location tuning of file selector characters for every language */ \ /*--*/ \ _PARAM_(  -2,	s32,	MAIN_MENU_SELECT_TITLE_OFS_X_DE ) \ _PARAM_( -10,	s32,	MAIN_MENU_SELECT_OFS_X_DE ) \ _PARAM_(  -5,	s32,	MAIN_MENU_STAR_OFS_X_DE ) \ _PARAM_(   0,	s32,	MAIN_MENU_LEVELNO_OFS_X_DE ) \ _PARAM_(   0,	s32,	MAIN_MENU_AREANO_OFS_X_DE ) \ _PARAM_(  14,	s32,	MAIN_MENU_NEWFILE_OFS_X_DE ) \ \ _PARAM_( -22,	s32,	MAIN_MENU_SELECT_TITLE_OFS_X_ES ) \ _PARAM_( -20,	s32,	MAIN_MENU_SELECT_OFS_X_ES ) \ _PARAM_(  -4,	s32,	MAIN_MENU_STAR_OFS_X_ES ) \ _PARAM_(   0,	s32,	MAIN_MENU_LEVELNO_OFS_X_ES ) \ _PARAM_(   0,	s32,	MAIN_MENU_AREANO_OFS_X_ES ) \ _PARAM_(   8,	s32,	MAIN_MENU_NEWFILE_OFS_X_ES ) \ \ _PARAM_( -10,	s32,	MAIN_MENU_SELECT_TITLE_OFS_X_FR ) \ _PARAM_( -22,	s32,	MAIN_MENU_SELECT_OFS_X_FR ) \ _PARAM_( -10,	s32,	MAIN_MENU_STAR_OFS_X_FR ) \ _PARAM_(   4,	s32,	MAIN_MENU_LEVELNO_OFS_X_FR ) \ _PARAM_(   4,	s32,	MAIN_MENU_AREANO_OFS_X_FR ) \ _PARAM_(  14,	s32,	MAIN_MENU_NEWFILE_OFS_X_FR ) \ \ _PARAM_(  -4,	s32,	MAIN_MENU_SELECT_TITLE_OFS_X_IT ) \ _PARAM_( -14,	s32,	MAIN_MENU_SELECT_OFS_X_IT ) \ _PARAM_( -10,	s32,	MAIN_MENU_STAR_OFS_X_IT ) \ _PARAM_(   4,	s32,	MAIN_MENU_LEVELNO_OFS_X_IT ) \ _PARAM_(   4,	s32,	MAIN_MENU_AREANO_OFS_X_IT ) \ _PARAM_(  19,	s32,	MAIN_MENU_NEWFILE_OFS_X_IT ) \ \ _PARAM_( -20,	s32,	MAIN_MENU_SELECT_TITLE_OFS_X_NL ) \ _PARAM_( -10,	s32,	MAIN_MENU_SELECT_OFS_X_NL ) \ _PARAM_(   8,	s32,	MAIN_MENU_STAR_OFS_X_NL ) \ _PARAM_(   0,	s32,	MAIN_MENU_LEVELNO_OFS_X_NL ) \ _PARAM_(   0,	s32,	MAIN_MENU_AREANO_OFS_X_NL ) \ _PARAM_(  14,	s32,	MAIN_MENU_NEWFILE_OFS_X_NL ) \ \
 * 1) undef _PARAMETERS_DEFINE_
 * 2) define _PARAMETERS_DEFINE_ \

USA
/* cImportTxt2Data - Allows us to use the parameter definitions */ \ /* C++ style comments // are bad                           */ \ /* Because of the macro expansion this code uses, it's always neccessary to terminate the line with a backslash */ \ /* in accordance with C-style descriptors or you will get a compiler error */ \ \ /*--*/ \ /* Vs. mode top menu */ \ /*--*/ \ /* button １ location  */ \ _PARAM_( 53,	s32,	VS_TOP_BUTTON_1_Y ) \ \ /* button ２ location  */ \ _PARAM_( 87,	s32,	VS_TOP_BUTTON_2_Y ) \ \ /* button ３ location  */ \ _PARAM_( 121,	s32,	VS_TOP_BUTTON_3_Y ) \ \ \ /*--*/ \ /* Competition menu */ \ /*--*/ \ /* Upper image dialogue positionY */ \ _PARAM_( 80,	s32,	VS_DIALOG_Y ) \ \ /* 「PlayerN」 positionX (right edge) */ \ _PARAM_( 84,	s32,	VS_PLAYER_N_X ) \ \ /* 「PlayerN」 position offset Y (From parent name positionY etc.) */ \ _PARAM_( 6,		s32,	VS_PLAYER_N_OFS_Y ) \ \ /* Player name positionX(left edge) */ \ _PARAM_( 92,	s32,	VS_PLAYER_NAME_X ) \ \ /* Parent name positionY */ \ _PARAM_( 58,	s32,	VS_OWNER_NAME_Y ) \ \ /* Child name positionY */ \ _PARAM_( 80,	s32,	VS_OTHER_NAME_Y ) \ \ /* Message positionY */ \ _PARAM_( 170,	s32,	VS_MESSAGE_Y ) \ \ /* Message flash interval */ \ _PARAM_( 30,	s32,	VS_MESSAGE_FLASH_INTER ) \ \ /* Zombie arm location */ \ _PARAM_( 128,	s32,	VS_ZOMBIE_ARM_X ) \ _PARAM_( 150,	s32,	VS_ZOMBIE_ARM_Y ) \ \ /* Zombie - frames to wait before spawning arms */ \ _PARAM_( 60,	s32,	VS_ZOMBIE_ARM_AFTER_WAIT_FRAME ) \ \ \ /*--*/ \ /* Vs. mode center menu (side selection、result) width */ \ /*--*/ \ /* 「Parent management waiting」message positionY */ \ _PARAM_( 170,	s32,	VS_COMMON_WAITING_MESSAGE_Y ) \ \ \ /*--*/ \ /* Vs. mode side selection menu */ \ /*--*/ \ /* Message positionY */ \ _PARAM_( 26,	s32,	VS_SIDE_MESSAGE_Y ) \ \ \ /*--*/ \ /* Vs. mode result */ \ /*--*/ \ /* Parent name position */ \ _PARAM_( 107,	s32,	VS_RESULT_OWNER_NAME_X ) \ _PARAM_( 33,	s32,	VS_RESULT_OWNER_NAME_Y ) \ \ /* Child name position */ \ _PARAM_( 107,	s32,	VS_RESULT_OTHER_NAME_X ) \ _PARAM_( 97,	s32,	VS_RESULT_OTHER_NAME_Y ) \ \ /* Trophy falling gravity */ \ _PARAM_( 0x1000,	s32,	VS_RESULT_TROPHY_GRAVITY ) \ /* Trophy falling location X */ \ _PARAM_( 140,	s32,	VS_RESULT_TROPHY_POS_X ) \ /* Plant trophy final falling location Y */ \ _PARAM_( 90,	s32,	VS_RESULT_TROPHY_PLANT_STOP_Y ) \ _PARAM_( 77,	s32,	VS_RESULT_TROPHY_PLANT_PLANT_Y ) \ /* Zombie trophy final falling location Y */ \ _PARAM_( 153,	s32,	VS_RESULT_TROPHY_ZOMBIE_STOP_Y ) \ _PARAM_( 140,	s32,	VS_RESULT_TROPHY_ZOMBIE_PLANT_Y ) \ \ /* Plant trophy initial alignment location */ \ _PARAM_( 168,	s32,	VS_RESULT_TROPHY_LOCATE_X ) \ \ /* Trophy space alignment */ \ _PARAM_( 16,	s32,	VS_RESULT_TROPHY_STEP_X ) \ /* Trophy images maximum */ \ _PARAM_( 5,		s32,	VS_RESULT_TROPHY_IMAGE_NUM_MAX ) \ \ /* WinStreak number box position */ \ _PARAM_( 173,		s32,	VS_RESULT_WIN_STREAK_POS_X ) \ _PARAM_( 61,		s32,	VS_RESULT_WIN_STREAK_PLANT_POS_Y ) \ _PARAM_( 125,		s32,	VS_RESULT_WIN_STREAK_ZOMBIE_POS_Y ) \ /* "WinStreak" position */ \ _PARAM_( 210,		s32,	VS_RESULT_WIN_STREAK_TEXT_POS_X ) \ /* WinStreak"x" position */ \ _PARAM_( 300,		s32,	VS_RESULT_WIN_STREAK_X_POS_X ) \ \ /* Numerical box position */ \ _PARAM_( 223,		s32,	VS_RESULT_WIN_NUMBER_POS_X ) \ _PARAM_( 74,		s32,	VS_RESULT_WIN_NUMBER_PLANT_PLANT_POS_Y ) \ _PARAM_( 88,		s32,	VS_RESULT_WIN_NUMBER_PLANT_ZOMBIE_POS_Y ) \ _PARAM_( 137,		s32,	VS_RESULT_WIN_NUMBER_ZOMBIE_PLANT_POS_Y ) \ _PARAM_( 151,		s32,	VS_RESULT_WIN_NUMBER_ZOMBIE_ZOMBIE_POS_Y ) \ /* Trophy inscription location */ \ _PARAM_( 190,		s32,	VS_RESULT_WIN_NUMBER_TROPHY_POS_X ) \ _PARAM_( 210,		s32,	VS_RESULT_WIN_NUMBER_PLANT_X_POS_X ) \ _PARAM_( 100,		s32,	VS_RESULT_WIN_NUMBER_ZOMBIE_X_POS_X ) \ \ /* Zombatar's standard frame location offset */ \ _PARAM_( 0,		s32,	VS_RESULT_ZOMBATAR_OFS_X ) \ _PARAM_( -8,		s32,	VS_RESULT_ZOMBATAR_OFS_Y ) \ \ /* 「PLAY AGAIN」 button location  */ \ _PARAM_( 105,		s32,	VS_RESULT_BUTTON_PLAY_AGAIN_POS_X ) \ _PARAM_( 158,		s32,	VS_RESULT_BUTTON_PLAY_AGAIN_POS_Y ) \ \ /* 「MAIN MENU」 button location  */ \ _PARAM_( 176,		s32,	VS_RESULT_BUTTON_MAIN_MENU_POS_X ) \ _PARAM_( 158,		s32,	VS_RESULT_BUTTON_MAIN_MENU_POS_Y ) \ \ \ \ /*--*/ \ /* Vs. mode - how to play */ \ /*--*/ \ \ /* Page scroll speed */ \ _PARAM_( 26,	s32,	VS_HOW_TO_PLAY_PAGE_SCROLL_SPEED ) \ \ /* Text position */ \ /* 	 page 1 text 1 right-hand text location pointer */ \ _PARAM_( 190,	s32,	VS_HOW_TO_PLAY_PAGE_1_1_X ) \ _PARAM_( 40,	s32,	VS_HOW_TO_PLAY_PAGE_1_1_Y ) \ /* 	 page 1 text 2 left-hand text location pointer */ \ _PARAM_( 64,	s32,	VS_HOW_TO_PLAY_PAGE_1_2_X ) \ _PARAM_( 80,	s32,	VS_HOW_TO_PLAY_PAGE_1_2_Y ) \ /* 	 page 1 text 3 right-hand text location pointer */ \ _PARAM_( 190,	s32,	VS_HOW_TO_PLAY_PAGE_1_3_X ) \ _PARAM_( 129,	s32,	VS_HOW_TO_PLAY_PAGE_1_3_Y ) \ \ /* 	 page 2 text 1 right-hand text location pointer */ \ _PARAM_( 70,	s32,	VS_HOW_TO_PLAY_PAGE_2_1_X ) \ _PARAM_( 35,	s32,	VS_HOW_TO_PLAY_PAGE_2_1_Y ) \ /* 	 page 3 text 1 left-hand text location pointer */ \ _PARAM_( 70,	s32,	VS_HOW_TO_PLAY_PAGE_3_1_X ) \ _PARAM_( 35,	s32,	VS_HOW_TO_PLAY_PAGE_3_1_Y ) \ /* 	 page 4 text 1 right-hand text location pointer */ \ _PARAM_( 70,	s32,	VS_HOW_TO_PLAY_PAGE_4_1_X ) \ _PARAM_( 35,	s32,	VS_HOW_TO_PLAY_PAGE_4_1_Y ) \ \ \ /*--*/ \ /* General pose dialogue */ \ /*--*/ \ \ \ /*--*/ \ /* General message dialogue */ \ /*--*/ \ /* [YES] button  location （Dialogue standard location offset ） */ \ _PARAM_( -112,	s32,	MESSAGE_DIALOG_YES_OFS_X ) \ _PARAM_( 38,	s32,	MESSAGE_DIALOG_YES_OFS_Y ) \ _PARAM_( 100,	s32,	MESSAGE_DIALOG_YES_W ) \ _PARAM_( 16,	s32,	MESSAGE_DIALOG_YES_H ) \ \ /* [NO] button  location （Dialogue standard location offset ） */ \ _PARAM_( 12,	s32,	MESSAGE_DIALOG_NO_OFS_X ) \ _PARAM_( 38,	s32,	MESSAGE_DIALOG_NO_OFS_Y ) \ _PARAM_( 100,	s32,	MESSAGE_DIALOG_NO_W ) \ _PARAM_( 16,	s32,	MESSAGE_DIALOG_NO_H ) \ \ \ /*--*/ \ /* Almanac's「more..」 position */ \ /*--*/ \ _PARAM_( 240,	s32,	ALMANAC_MORE_STRING_POS_X ) \ _PARAM_( 112,	s32,	ALMANAC_MORE_STRING_POS_Y ) \
 * 1) undef _PARAMETERS_DEFINE_
 * 2) define _PARAMETERS_DEFINE_ \