This is a sub-page of Notes:Plants vs. Zombies (Nintendo DS).
Unused source code#
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To do: |
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 ) \