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Kinniku Banzuke Vol.3: Saikyou no Challenger Tanjou!

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Dummy File#

EXE\03.DAT, which appears to be a padding file, is a .wav file containing an unknown song. It was previously found in J.League Jikkyou Winning Eleven '98-'99, and also appears in the previous two mainline games. Like with Vol.2, the file headers were FF'd out, preventing the file from being readable by most audio players.

(Source: tikal.)

Uncompiled Source Code#

Several of the game's files have fragments of a developer's working environment within them, including many portions of uncompiled source code.

(Source: tikal.)

BIN\DATA00.BIN#

This file has one fragment, found at offset 0x2BE468.

22,0xc8,0x53,0x86,
0xca,0x01,0xaf,0xdd,0xdd,0x00,0x1d,0x02,0x3f,0x1c,0xcd,0xcd,0x04,0x42,0xc1,0xcd,
0xac,0x68,0x35,0x22,0x43,0x75,0xb9,0xec,0x1e,0x08,0xf0,0xcd,0xab,0x10,0xcb,0xcc,
0xbc,0xbb,0x18,0x7f,0x00,0xf0,0xef,0x84,0xde,0xac,0x00,0x67,0x53,0x97,0xcb,0xdc,
0x00,0x3e,0x16,0xcd,0x0e,0x7e,0x04,0x43,0xdc,0x00,0x42,0xcd,0xbc,0x79,0x21,0x00,
0x41,0x76,0xca,0xed,0xfe,0x19,0x43,0xf0,0xcd,0x99,0x00,0x3e,

BIN\DATA08.BIN#

This file has 16 fragments.

0x1F3E10

       } else
        if( c_h > 0 ) {
            if( c_h < H_CNT )   c_h  = 0;
            else                            c_h -= H_CNT;
        } else
        {
            fntwin_sw = OFF;
            return 1;
        }
    }
    else
    {
            ret = 1;
    }
    set_fntwin( -c_w, -c_h+ypos, c_w*2, c_h*2, PR2 );
    return ret;
}


/*------------------------------------------------------------------*/
/*                          ウィンドウメッセージ出力                                                                      */
/*------------------------------------------------------------------*/
/*      io      : ON / OFF                                                                                      */
/*      sno

0x200478

-------------------------------------------------------*/
/*                         確認カーソル                                                                                      */
/*------------------------------------------------------------------*/
/*     cno     : SPR登録番号                                                                                   */
/*     ret     : 決定時はカーソル位置  それ以外は 0xff                                        */
/*------------------------------------------------------------------*/
u_char MCurPos( u_char cno, u_char

0x20B880

DataSet( MEM_SAVE );   /*  チェックサムを付加して保存   */
                                               RetCnt = 0;
                                               while( RetCnt < RETRY_CNT ) {
                                               //  MemCardWriteFile( PORT, mcFNAME, (u_long *)&MemDat, 0, sizeof(MEMDAT) );    /* SCE-REP-1-02B */
                                                   MemCardWriteFile( PORT, mcFNAME, (u_long *)(MD+DOFS), 512+DOFS, DSIZ );     /* SCE-REP-1-02B */
                                                   MemCardSync( 0, &mcCMDS, &mcSTAT );

0x217D54

ーソル はい いいえ 2   */
SPD_W  wc_yn2_spd[]={
   {END,0x40,0x18,0x80,0xd8,0xffb6,0x001c,0x10},
   {END,0x40,0x18,0x80,0xd8,0x0004,0x001c,0x10},
};
/* カーソル はい いいえ 3   */

0x2353B4

   */
       {
           rank_set_chart_pmark( r_sav[CHART_SELECT], ON );
           SD_call( S

0x241670

0e
   {END,0x2a,0x50,0x00+0x80,0xa0,0x0085,0x0032,0xed},      // 隠し   0f

   {DAT,0x2a,0x50,0x00     ,0xa0,0xff51,0xffe4,0xed},      // 隠し   0c 位置初期化用
   {DAT,0x2a,0x50,0x2a     ,0xa0,0xff51,0x0032,0xed},      // 隠し   0d
   {DAT,0x2a,0x50,0x54     ,0xa0,0x0085,0xffe4,0xed},      // 隠し   0e
   {DAT,0x2a,0x50,0x00+0x80,0xa0,0x0085,0x0032,0xed},      // 隠し   0f

   {DAT,0x2a,0x50,0x00     ,0x00,0xff51,0x0080

0x24E884

W  mon_plt1_spd[]={
   {DAT,0x38,0x28,0x80,0xc8,0xff40,0xff80,0x21},       // プレート
   {DAT,0x38,0x28,0x80,0xc8,0xff78,0xff80,0x21},
   {DAT,0x38,0x28,0x80,0xc8,0xffb0,0xff80,0x21},
   {DAT,0x28,0x28,0xa8,0xc8,0xffe8,0xff80,0x21},
   {DAT,0x38,0x28,0x80,0xa0,0xff40,0xff80,0x20},
   {DAT,0x38,0x28,0x80,0xa0,0xff78,0xff80,0x20},
   {DAT,0x38,0x28,0x80,0xa0,0xffb0,0xff80,0x20},
   {END,0x28,0x2

0x258CC8

ca,0xffc4,0x0b},
   {DAT,0x10,0x18,0x00,0x00,0xffd7,0xffc4,0x0b},
   {DAT,0x10,0x18,0x60,0x30,0xffe3,0xffc4,0x0b},
   {DAT,0x10,0x18,0x50,0x00,0xffef,0xffc4,0x0b},
   {DAT,0x10,0x18,0x30,0x30,0xfffc,0xffc4,0x0b},
   {DAT,0x10,0x18,0x90,0x48,0x0009,0xffc4,0x0b},
   {DAT,0x10,0x18,0x50,0x60,0xffca,0xffde,0x0b},
   {DAT,

0x27017C

w) && (pPokedat2->spd > pPokedat2->stm))
   {
       entrybox[0] = 0x15;                                                         /*スピード金剛君*/
   }
   else if ((pPokedat2->stm 

0x288008

i = 0;
    s->classw1[UX_HELP].zposi = 6000;
    s->classw1[UX_HELP].rot.vx= 0;

    s->classw1[UX_STAND].xposi = 0;
    s->classw1[UX_STAND].yposi = 0;
    s->classw1[UX_STAND].zposi = 6000;
    s->classw1[UX_STAND].pclip = OFF;

    ux_obj[0].cls1 = &s->classw1[UX_CIA1];
    ux_obj[0].z = s->classw1[UX_CIA1].zposi;

    ux_obj[1].cls1 = &s->classw1[UX_CIA2];
    ux_obj[1].z = s->classw1[UX_CIA2].zposi;
    ux_obj[2].cls1 = &s->classw1[UX_HELP];
    ux_obj[2].z = s->classw1[UX_HELP].zposi;

    ux_set_zandisc();
}

0x294C80

i_num == 1){
                    cls->entry_no = ufsp->player;
                    SetG2dIntro07(&s->classw[0], ON);
                }
                if( SD_call(SD_BGM_CHKBGM) ){
                    sp_step0_set(9);                                //BGMがこけている
                    break;
                }
                sp_step0_up();
                sp_step1_set(0);
            }
            break;
        case 7:
            Pose_Change( &s->classw[0] );
            if( ++sp->step1 >= 10){
                sp_step0_up();
            }
            break;
        case 8:
            i

0x2A2A1C

            if(cls1->yposi != 0){
                switch(ufdp->h_flg){        //フレーム
                    case UFO_HS_IRONF:
                        ufo_hit_frame();
                        ufo_hit_frame();
                        break;
                    default:
                        move_disc( 1 );
                        set_posi_disc();
                        move_disc( 1 );
                        set_posi_disc();
                        break;
                }
            }
            else{
                set_posi_disc();
                set_posi_disc();
            }
            break;
    }

    if(ufsp->rtime >= UFO_REP_MAX-1){
//      InitG2dRepPlate07(REP_CTRL_ACT, 1);
        ufsp->rstop = UFO_REP_MAX - 2;
//      ret

0x2AE41C

1[1] = d0 + ( d < 0 ? 1 : -1 ) * rand()%dd;
    tvtmp[1].sv1[2] = tvtmp[0].sv1[2] + ( h < 0 ? 1 : -1 ) * ( rand()%(hd/2) + hd/2 );

    TVcamSetRndDemoPos( pos != NULL ? pos : _pos );
    TVcamSerialSetDirect( 2, tvtmp, tvspr, tvtim );
    TVcamSerialOn();
}

// モーション別の高さ処理
static void mkPos( int pn, SVECTOR pos[] )
{
    sys_w;
    CLASS_W *man = &s->classw[CLS_HUMAN+pn];
    extern unsigned char demo_box[];
    static u_char vy0[][8] = {
        { 130, 140,         140,  80,           120, 140,   

0x2BAAC0

dx ) );
        dz = 200*ONE_CM - dz;
        r1->pos.vx += ( dx * dz ) / (180*ONE_CM*zzzzz0);

        ret |= 2;
    }

    return ( ret );
}


// 当たりと競り合い判定
int PlayerCollision( void )
{
    sys_w;
    RUNNING_W *r = bfw.running;

    // 衝突した?
    if ( collision( r->state, (r+1)->state ) )
    {
        s->classw[CLS_HUMAN+0].

0x2D40AC

 obj->zposi + BOX_SIZE_Z1; /* +Z 端座標                       */
        mb_w.box_high = obj->yposi+BOX_SIZE_Y;  /* 飛び箱のY座標              */
    }

    return 1;
}



#define     BOX_Y0   (-BOX_SIZE_Y)
#define     BOX_Y1    (obj->work5)
#define     BOX_Z0  (-BOX_SIZE_Z0)
#define     BOX_Z1   (BOX_SIZE_Z1)

static void calc_box_pos( CLASS1_W *, short, short, short );

stat

0x2DEF28

ヒクソン ニセケイン
     H3_YA04 ,H3_YB04 ,H3_YC04 ,H3_YD04 ,      // プレイヤー  1~8
     H3_YE04 ,H3_YF04 ,H3_YG04 ,H3_YH04 ,
     H3_YI04 ,H3_YJ04 ,H3_YK04 ,H3_YL04 ,      // コンピュータ1~8
     H3_YM04 ,H3_YN04 ,H3_YO04 ,

BIN\DATA10.BIN#

This file has four fragments.

0x55BC4

tPos
 8003D434  CdMix
 8003DF54  CdMode
 80039F04  CdPosT

0x5C0A0

uto
 800A3518  TVcam11Init
 800A3DA8  TVcam11Move
 800A3BE8  TVcam11Offset
 800A3A68  TVcam11SerialIsAuto
 800A3A40  TVcam11SerialOn
 800A3AC4  TVcam11SerialRestTimeAll
 800A3A80  TVcam11SerialRestTimeOne
 800A38D8  TVcam11SerialSet
 800A3998  TVcam11SerialSetDirect
 800A3BC8  TVcam11SerialStop
 800A3684  TVcam11Set
 800A36B8  TVcam11SetD

0x622FC

 80098A40  char_camera5
 80098E94  char_camera6
 800992B8  char_camera7
 800A63F4  chg_game0_spd
 800A6454  chg_game1_spd
 800906A8  child00
 800908A0  child01
 80090970  child02
 800906CC  child03
 800901C4  child04
 80090490  child05
 8009094C  ch

0x69F34

 8017F21C  warn18a1_spd
 8017F2C4  warn18a2_spd
 8017F3E4  warn19_1_spd
 8017F474  warn19_2_spd
 8017F534  warn20_1_spd
 8017F588  warn20_2_spd
 8017F60C  warn21_1_spd
 8017F660  warn21_2_spd
 8

BIN\DATA12.BIN#

This file has one fragment, found at offset 0x2D30C.

hw->p_stamina -= 2;
        }else{
            hw->p_stamina = 0;
        }
        if( hw->p_ability >= 2 ){
            hw->p_ability -= 2;
        }else{
            hw->p_ability = 0;
        }
    }else if( hw->level == 2 ){     /*つよい*/
        if( hw->p_power <= 7 ){
            hw->p_power += 2;
        }

BIN\MRVOL3SE.BIN#

This file contains seven fragments.

0x12C00

************************************/
extern UFO_STATUS *ufsp;
extern UFO_DISK *ufdp;              /**/
extern UFO_WIND ufo_wind;
extern UFO_REP_DATA *ufrp;
extern UFO_SAVE_DATA *ufsv;

/******************************************************/
/*          static value                                                                    */
/******************************************************/

/******************************************************/
/*          prototype                                                                           */
/******************************************************/
void uf_SD_call_name( Uchar type );
static Ulong uf_SD_callf_throw( void );
static Ulong uf_SD_callh_throw( void );

/******************************************************/
/*                                                                                                      */
/******************************************************/
void uf_se_hit(void)
{
    sp_w;
    sys_w;
    static short oldtime=0;
    Uchar vib_pad = 0xff;

    if( sp->step0 == UFO_TH_TARGET) return;         //狙い中はならさない 

    //カウンタが1フレに2つ進むために生じるもれを防ぐ 
    if( oldtime == ufsp->rtime/2*2) return;
    oldti

0x26A00

>play_no = 0;
                sgtp->hit = 0;
                bpos->time = 0;
                for(i=0; i<entry_num; i++){
                    if(sgtp->try_suc[i]==1){
                        sgtp->try_suc[i]=0;
                    }
                }
                s->classw[0].pclip = OFF;

                sg_SD_call_stop(SG_BANDS_STOP);

                gstep_set(SGT_CEREMONY);
                sp_step0_set(0);
                sp_step1_set(0);
                sgtp->time=0;

                return;
            }
            g_MAEjun( 0, 1 );
            return;
            break;
    }
    g_MAEjun( 1, 1 );
}


/*実況用の間をつくる(試技前デモ)*/
static void sgt_Play_Before(void)
{
    sp_w;
    sys_w;
    static Uchar demo_type = 0;

    switch(sp->step1){
        case 0:                                 //初期化
            if(sgtp->try==1){
                sg_speak_Before();
            }

            if(sgtp->report == 0 && sgtp->try == 0){
                demo_type = 1;
            }
            else{
                demo_type = Random(2);
            }

            SetG2dName06(&s->classw[0], ON);
            if(sp->mode_fg!=1){     //プラクティスのときは履歴はいらない 
                SetG2dRireki06(ON);
            }

            sgtp->came_time = 0;
            sg_before_camera();
            sp_step1_up();
            sp->step2 = 0;
            break;
        case 1:
            sp_step1_up();              
            break;
        case 2:                                 //何かメインとなる処理
            if( demo_type )         sg_play_before01();
            else                                sg_play_before();
//          sp_step1_up();
            break;
        default:                                //フェードアウト
            if( MenuFadeOut(32,0) ){
                SetG2dName06(&s->classw[0], OFF);
                SetG2dRireki06(OFF);

//              SD_call(SD_CTRL_XAKILL2);
//              SD_call(SD_CTRL_ALLOFF);        /*念のため*/
                sg_SD_call_stop(SG_BANDS_STOP);

                Sgt_Clear_Replay();
                sp_step0_set( SGT_PLAYING );
                sp_step1_set( 0 );
            }
            b

0x39200

   4096
#define SWIT_SPEED  (1024*8/10)
#define SWIT_POSI       (-350)
#define HANAMITI_W  (400*BAIRITU)           /*花道の幅*/
#define HANAMITI_H  (120*BAIRITU)           /*花道の高さ*/
#define KAIJO_Z         (1100*BAIRITU)      /*会場のz方向の座標*/
#define STADIUM_WALL    (4700*BAIRITU)  /*会場のz方向の反射する壁*/
#define BALL_Z          (2000*BAIRITU)      /*ボールの落下する座標*/

#define REPORT_MAX 1500                 /*15m分*/
#define REPORT_MIN 1000                 /*10m分*/

#define SGT_BALL_SIZE (32*BAIRITU)      /*ボールのサイズ*/
#define PLAY_NUM        2               /*試技回数2*/
#define REPORT_NUM  3               /*申告回数3*/
#define PLAYER_NUM  8               /*キャラ数8*/
#define DISCUSS_TIME    80      /*審議リプレイの開始時間*/

#define REPLAY_TIME     120     /*リプレイの時間*/
#define BOUND_TIME      80      /*ボールのバウンド*/


//#define MAT_ADDR  (0x80132EB8+0x804)      /*マットのvertexへのアドレス*/
#define MAT_ADDR  (0x800D2DD8+0x804)        /*マットのvertexへのアドレス*/
#define MAT_00    88                                        /*マットの頂点    スイッチ側*/
#define MAT_01    19                                        /*マットの頂点    中央*/
#define MAT_02    89                                        /*マットの頂点    壁側*/
#define MAT_03    78                                        /*マットの頂点    壁側*/
#define MAT_Z_START 3180                                /*マットの沈みはじめるz座標*/



/*矢印の種類*/
#define ARROW_LEFT              0
#define ARROW_RIGHT             1

/*矢印の輝度*/
#define ARROW_H             0xc0
#define ARROW_M             0x80
#define ARROW_L             0x40

#define NORMAL_RGB      0x80    /*通常輝度*/

/*ゲームのステップ*/
enum {
    SGT_INIT=0,                             /*初期化          */
    SGT_OPENING,                            /*競技前演出      */
    SGT_ORDER,                              /*

0x4CA00

***********************************/
/*      パワー選択                                                                           */
/******************************************************/
void ufo_set_power(void)
{
    sp_w;
    sys_w;
    UFO_GAUGE *gp = &ufo_gauge;
    CLASS_W *cls=&s->classw[0];
    CLASS1_W *cls1=&s->classw1[0];

    short anime;

    switch(sp->step1){
        case 0:                     //初期化 
            if(ufsp->throw){
                sp_step1_set(2);
            }
            else{
                sp_step1_set(1);
            }
            Pose_Set(cls, cls->anime_no, 0);
            gp->time0 = 1;
            gp->time1 = 0;
            gp->pow = 0;
            gp->col = 1;

            SD_call(SD_07_UP);
            break;

        case 1:                     //選択(ufsp->throw == 0) 
            if(gp->time0 < 20){
                gp->pow = gp->time0*6;
            }
            else{
                gp->pow = (gp->time0-20)*8+120;
            }

            if(uf_pad->joytrg & P_RRIGHT){                              //スピードの決定(30~80)
                SD_SeStop( SD_07_UP );
                ufdp->time0 = 0;
                sp_step0_set( UFO_TH_ANGLE );
                sp_step1_set( 0 );

                if(gp->time0 < 20){
                    ufdp->power = gp->time0/2+30;
                }
                else if(gp->time0 < 25){
//                  ufdp->power = (gp->time0-25)*( (12-PD_AB_UF(entrybox[ufsp->player]))/3 )+UFO_JUST_SPEED;
                    ufdp->power = (gp->time0-25)*( (12-PD_AB_UF(entrybox[ufsp->player]))/3 )+UFO_JUST_SPEED;
                }
                else if(gp->time0 == 25){
                    ufdp->power = UFO_JUST_SPEED;
                }
                else{
//                  ufdp->power = (gp->time0-25)*( (12-PD_AB_UF(entrybox[ufsp->player]))/4+1 )+UFO_JUST_SPEED;
                    ufdp->power = (gp->time0-25)*( (12-PD_AB_UF(entrybox[ufsp->player]))/3 )+UFO_JUST_SPEED;
                }

                if(ufdp->power == UFO_JUST_SPEED){          //

0x63400

++;
        }
        break;

    case 2:     /*  アイテムテクスチャ読み込み */
        if ( cd_file_load_NB( LOAD_ITEM_05 + 1 ) )
        {
            n = 0;          // コナミモードは消滅  2000.07.26 (矢)
            tim_trans( (TIM_W *)TIM_TABLE[n], 0 );
            tim_trans( (TIM_W *)TIM_TABLE[n+1], 0 );
            cd_read_step = CD_READ_INIT;
            TRANS_STEP_S ++;
        }
        break;

    case 3:     /*  グラウンドデータ読み込み */
        if ( cd_file_load_NB(sp->stage_no*2+LOAD_GROUND_MODEL ) )
        {
            cd_read_step = CD_READ_INIT;
            TRANS_STEP_S ++;
        }
        break;

    case 4:     /*  アイテムデータ読み込み */
        if ( cd_file_load_NB( LOAD_ITEM_05 ) )
        {
            cd_read_step = CD_READ_INIT;
            TRANS_STEP_S ++;
        }
        break;

    case 5:     /* モーションデータ読み込み */
        if ( cd_file_load_NB( sp->motion_no+LOAD_MOTION_DATA1 ) )
        {
            // はみ出ている通常モーションを空き領域に待避
            memcpy( (u_char *)DUGOUT_ADRS, (u_char *)ANIME_TABLE2, 0x10000 );
            cd_read_step = CD_READ_INIT;
            TRANS_STEP_S ++;
        }
        break;

    default:
        TRANS_STEP_S = 0;
        return ( 1 );
    }

    retu

0x7B400

               /*「この表情で投げていった」*/
    F3_HG28,            // 「かろうじてクリアしているといった感じでしょうか!」(2228)
    F3_HG29,            // 「ギリギリ踏みとどまっているような感じであります!」(2512)
};
static u_long gl_F_replay010[] = {
// THROW_FAILURE_0 : 壁にもぶつからず失敗
    FGT_L19,                                /*「高さはあったが角度は今ひとつか」*/
    FGT_L20,                                /*「相当な高さでありましたが、壁を越えていくことは出来なかった」*/
    FGT_L23,                                /*「高さはあったが、カーブの出発点に間違いがあったか」*/
    FGT_L57,                                /*「手が滑ったのか、高い角度で樽が飛んでいきます」*/
    FGT_L22,                                /*「真上に上がってしまった」*/
    FGT_L21,                                /*「残念、角度が今ひとつでした」*/
    FGT_L25,                                /*「惜しかったんですが、結局こちら側に落ちてしまいました」*/
    FGT_L61,                                /*「記録を狙うには、角度に気を付けないといけません」*/
};
static u_long gl_F_replay010_1[] = {
    FGT_L61,                                /*「記録を狙うには、角度に気を付けないといけません」*/
    FSP_H17,                                /*「何事も思い通りには行きません」*/
    FGT_L30,                                /*「あぁっと、気負ってしま

0x8F200

ar cls_no,Ushort spd);
extern Uchar set_u_spd(Uchar cls_no,Uchar spd_no,Uchar spd_u);
extern Uchar set_v_spd(Uchar cls_no,Uchar spd_no,Uchar spd_v);
extern Uchar set_palette_spd(Uchar cls_no,Uchar spd_no,Uchar col);








static SPD_W    height00_spd[]={
    /*  ccode,xsize,ysize,u,v,offset_x,offset_y palette */
    {DAT,0x20,0x18,0x00,0xb0,0xff00,0xfff8,0x77},
    {DAT,0x18,0x18,0x80,0xb0,0xff20,0xfff8,0x77},
    {DAT,0x40,0x18,0x38,0xb0,0xff38,0xfff8,0x77},
    {DAT,0x20,0x18,0x98,0xb0,0xff78,0xfff8,0x77},
    {DAT,0x10,0x08,0xd8,0x60,0xff3e,0x0000,0x57},
    {DAT,0x18,0x08,0xe8,0x60,0xff64,0x0000,0x57},
    {END,0x50,0x10,0x20,0xd8,0xff4b,0xffeb,0x51},
    };

static SPD_W    height01_spd[]={
    /*  ccode,xsize,ysize,u,v,offset_x,offset_y palette */
    {DAT,0x10,0x08,0x50,0x68,0xff32,0x0000,0x57},
    {DAT,0x10,0x08,0x50,0x68,0xff4e,0x0000,0x57},
    {END,0x10,0x08,0x50,0x68,0xff58,0x0000,0x57},
    };

static SPD_W    up_spd[]={
    /*  ccode,xsize,ysize,u,v,offset_x,offset_y palette */
    {END,0x10,0x10,0x00,0xe0,0xff23,0xfffc,0x0c},
    };

static SPD_W    down_spd[]={
    /*  ccode,xsize,ysize,u,v,offset_x,offset_y palette */
    {END,0x10,0x10,0x10,0xe0,0xff7c,0xfffc,0x0c},
    };

static SPD_W    plate_spd[]={
    /*  ccode,xsize,ysize,u,v,offset_x,offset_y palette */
    {DAT,0x20,0x10,0x48,0xf0,0xff00,0x0030,0x57},
    {DAT,0x20,0x10,0x48,0xf0,0xff20,0x0030,0x57},
    {DAT,0x20,0x10,0x48,0xf0,0xff40,0x0030,0x57},
    {DAT,0x20,0x10,0x48,0xf0,0xff60,0x0030,0x57},
    {END,0x28,0x10,0x58,0xf0,0xff80,0x0030,0x57},
    };

static SPD_W    record_spd[]={

EXE\DATA11.BIN#

This file has three fragments.

0xE00

 8004C0B4  inf_13_opd
 8004C0D8  inf_14_opd
 8004C0FC  inf_15_opd
 800A0C34  initHW_mark
 80094E08  initStrokeCnt
 80092A54  initTVoice
 8009257C  initTask
 800A4DE4  init_GsBOXF
 800936F0  init_GsLINE
 8001B930  init_HMD
 8001B8C0  init_HMD_CHR
 80093BAC  init_after_play
 800A5F14  init_ball_kage
 800A5248  init_bsmoke
 80095FC8  init_disc
 8009673C  init_gauge
 80098298  init_hitmark
 800A5860  init_kage
 8009F4DC  init_mat
 80036DF8  init_ring_status
 800A645C  init_smoke
 800A49D4 

0x1BE00

M_motion_win1
 800A04FC  CannonSetAngleForce
 800A0510  CannonSetAngle
 800A0538  dout_pmrk_spd
 800A055C  Player05HumanN
 800A0580  mb2d_effect
 800A05B0  dout_renda_spd
 800A05C4  So_Tpage_Mode_Change
 800A05C8  dout_btn_spd
 800A05EC  dout_out_ba_spd
 800A0604  dout_out_b0_spd
 800A0630  G2dTrans10
 800A0644  CannonGetAngle
 800A0664  dout_out_b1_spd
 800A06C0  QM_motion_draw
 800A06C4  dout_out_f0_spd
 800A06D0  dout_out_f1_spd
 800A06DC  dout_out_p0_spd
 800A06E8  dout_out_p1_spd
 80

0x34C00

0ACFAA  _pchild14_data_objend
 800ACFB0  _pchild14_sdata_orgend
 800ACFB0  _pchild14_sdata_org
 800ACFB0  _pchild14_sdata_objend
 800ACFB0  _pchild14_sdata_obj
 800ACFB0  _pchild14_sbss_orgend
 800ACFB0  _pchild14_sbss_org
 800ACFB0  _pchild14_sbss_objend
 800ACFB0  _pchild14_sbss_obj
 800ACFB0  _pchild14_bss_org
 800ACFB0  _pchild14_bss_obj
 800ACFB4  resultd_spd
 800ACFD8  UX_SKIPSTATUS
 800ACFDC  UXP_PLAY_STATE
 800ACFE0  ux_pad
 800ACFE8  ux_disc_init_pos
 800ACFF8  ux_disc
 800ACFFC  miss00_spd
 800AD020  miss01_spd
 800AD039  _pchild15_data_orgend
 800AD039  _pchild15_data_objend
 800AD040  _pchild15_sdata_orgend
 800AD040  _pchild15_sdata_org
 800AD040  _pchild15_sdata_objend
 800AD040  _pchild15_sdata_obj
 800AD040  _pchild15_sbss_orgend
 800AD040  _pchild15_sbss_org
 800AD040  _pchild15_sbss_objend
 800AD040  _pchild15_sbss_obj
 800AD040  _pchild15_bss_org
 800AD040  _pchild15_bss_obj
 800AD044  titles_spd
 800AD060  ux_wind
 800AD068  ux_gauge
 800AD078  UX_MOT_NAME

References#


  1. GAME Data Room - PlayStation Software List 2000↩︎