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Notes:Plants vs. Zombies (Nintendo DS)/Unused source code translation
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This is a sub-page of Notes:Plants vs. Zombies (Nintendo DS).
Contents
Unused source code
To do: Someone who has played this game should go over this and fix any nomenclature errors |
These C++ header files were found in the import directory.
sItxCommon.itx
#undef _PARAMETERS_DEFINE_ #define _PARAMETERS_DEFINE_ \ /* 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 <stdout> */ \ /*----------------------------------------------------------------------*/ \ _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 ) \
sItxGame.itx
#undef _PARAMETERS_DEFINE_ #define _PARAMETERS_DEFINE_ \ /* 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 ) \ \ /* 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
#undef _PARAMETERS_DEFINE_ #define _PARAMETERS_DEFINE_ \ /* 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 ) \ \
USA
#undef _PARAMETERS_DEFINE_ #define _PARAMETERS_DEFINE_ \ /* 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 ) \