mm/include/tables/sequence_table.h

275 lines
27 KiB
C

/**
* Sequence Table
*
* DEFINE_SEQUENCE should be used to define sequences
* - Argument 0: The name of the sequence, as defined by .startseq in the .seq file
* - Argument 1: The sequence id enum name
* - Argument 2: Storage medium for the sequence (SampleMedium)
* - Argument 3: Cache load policy for the sequence (AudioCacheLoadType)
* - Argument 4: Sequence flags
*
* DEFINE_SEQUENCE_PTR should be used to define pointers to sequences
* - Argument 0: The sequence id enum name of the sequence this entry points to
* - Argument 1: The sequence id enum name for this pointer
* - Argument 2: Storage medium for the sequence (SampleMedium)
* - Argument 3: Cache load policy for the sequence (AudioCacheLoadType)
* - Argument 4: Sequence flags
*/
// For the comments below, the names in quotes come from the official soundtrack, and the names in parentheses are internal names that come from MM3D.
// General Sound Effects
DEFINE_SEQUENCE (Sequence_0, NA_BGM_GENERAL_SFX, MEDIUM_CART, CACHE_LOAD_PERMANENT, SEQ_FLAG_FANFARE | SEQ_FLAG_ENEMY)
// Ambient background noises
DEFINE_SEQUENCE (Sequence_1, NA_BGM_AMBIENCE, MEDIUM_CART, CACHE_LOAD_PERMANENT, SEQ_FLAG_ENEMY )
// "Termina Field" (NA_BGM_FIELD)
DEFINE_SEQUENCE (Sequence_2, NA_BGM_TERMINA_FIELD, MEDIUM_CART, CACHE_LOAD_TEMPORARY, SEQ_FLAG_ENEMY )
// "Chase" (NA_BGM_CHASE)
DEFINE_SEQUENCE (Sequence_3, NA_BGM_CHASE, MEDIUM_CART, CACHE_LOAD_TEMPORARY, SEQ_FLAG_RESTORE )
// "Majora's Theme" (NA_BGM_STALKID)
DEFINE_SEQUENCE (Sequence_4, NA_BGM_MAJORAS_THEME, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
// "Clock Tower" (NA_BGM_CLOCK_TOWER)
DEFINE_SEQUENCE (Sequence_5, NA_BGM_CLOCK_TOWER, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
// "Stone Tower Temple" - used for both Stone Tower and the Temple (NA_BGM_RUIN_DUNGEON_FRONT)
DEFINE_SEQUENCE (Sequence_6, NA_BGM_STONE_TOWER_TEMPLE, MEDIUM_CART, CACHE_LOAD_TEMPORARY, SEQ_FLAG_ENEMY )
// "Stone Tower Temple Upside-down" - used for both Inverted Stone Tower and the Temple (NA_BGM_RUIN_DUNGEON_REVERSE)
DEFINE_SEQUENCE (Sequence_7, NA_BGM_INV_STONE_TOWER_TEMPLE, MEDIUM_CART, CACHE_LOAD_TEMPORARY, SEQ_FLAG_ENEMY )
// "Missed Event 1" (NA_BGM_FAILURE_0)
DEFINE_SEQUENCE (Sequence_8, NA_BGM_FAILURE_0, MEDIUM_CART, CACHE_LOAD_TEMPORARY, SEQ_FLAG_FANFARE )
// "Missed Event 2" - used for failing the Milk Run (NA_BGM_FAILURE_1)
DEFINE_SEQUENCE (Sequence_9, NA_BGM_FAILURE_1, MEDIUM_CART, CACHE_LOAD_TEMPORARY, SEQ_FLAG_FANFARE )
// "Happy Mask Saleman's Theme" (NA_BGM_OMENYA)
DEFINE_SEQUENCE (Sequence_10, NA_BGM_HAPPY_MASK_SALESMAN, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
// "Song Of Healing" (NA_BGM_DEMO_CURE)
DEFINE_SEQUENCE (Sequence_11, NA_BGM_SONG_OF_HEALING, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
// "Southern Swamp" - used for both Southern Swamp and Woodfall (NA_BGM_DAMP_AREA)
DEFINE_SEQUENCE (Sequence_12, NA_BGM_SWAMP_REGION, MEDIUM_CART, CACHE_LOAD_TEMPORARY, SEQ_FLAG_ENEMY )
// "Ghost Attack" (NA_BGM_UFO)
DEFINE_SEQUENCE (Sequence_13, NA_BGM_ALIEN_INVASION, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
// "Boat Cruise" (NA_BGM_JUNGLE_CREWS)
DEFINE_SEQUENCE (Sequence_14, NA_BGM_SWAMP_CRUISE, MEDIUM_CART, CACHE_LOAD_TEMPORARY, SEQ_FLAG_FANFARE )
// "Sharp's Curse" (NA_BGM_SHARP)
DEFINE_SEQUENCE (Sequence_15, NA_BGM_SHARPS_CURSE, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
// "Great Bay Coast" - used for Great Bay Coast, Zora Cape, and Pinnacle Rock (NA_BGM_SEA_AREA)
DEFINE_SEQUENCE (Sequence_16, NA_BGM_GREAT_BAY_REGION, MEDIUM_CART, CACHE_LOAD_TEMPORARY, SEQ_FLAG_ENEMY )
// "Ikana Valley" (NA_BGM_IKANA_AREA)
DEFINE_SEQUENCE (Sequence_17, NA_BGM_IKANA_REGION, MEDIUM_CART, CACHE_LOAD_TEMPORARY, SEQ_FLAG_ENEMY )
// "Deku Palace" (NA_BGM_DEKU_KING)
DEFINE_SEQUENCE (Sequence_18, NA_BGM_DEKU_PALACE, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
// "Mountain Village" - used for Mountain Village, Snowhead, and Goron Village exterior (NA_BGM_SNOW_AREA)
DEFINE_SEQUENCE (Sequence_19, NA_BGM_MOUNTAIN_REGION, MEDIUM_CART, CACHE_LOAD_TEMPORARY, SEQ_FLAG_ENEMY )
// "Pirates' Fortress" (NA_BGM_PIRATE_AREA)
DEFINE_SEQUENCE (Sequence_20, NA_BGM_PIRATES_FORTRESS, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
// "Clock Town, First Day" - Loaded from the main Clock Town seqeuence (sequence 0x1D) (NA_BGM_DUMMY_21)
DEFINE_SEQUENCE (Sequence_21, NA_BGM_CLOCK_TOWN_DAY_1, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
// "Clock Town, Second Day" - Loaded from the main Clock Town seqeuence (sequence 0x1D) (NA_BGM_DUMMY_22)
DEFINE_SEQUENCE (Sequence_22, NA_BGM_CLOCK_TOWN_DAY_2, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
// "Clock Town, Third Day" - Loaded from the main Clock Town seqeuence (sequence 0x1D) (NA_BGM_DUMMY_23)
DEFINE_SEQUENCE (Sequence_23, NA_BGM_CLOCK_TOWN_DAY_3, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
// File Select (NA_BGM_FILE_SELECT)
DEFINE_SEQUENCE (Sequence_24, NA_BGM_FILE_SELECT, MEDIUM_CART, CACHE_LOAD_TEMPORARY, SEQ_FLAG_SKIP_HARP_INTRO )
// "Event Clear" (NA_BGM_EVENT_CLEAR)
DEFINE_SEQUENCE (Sequence_25, NA_BGM_CLEAR_EVENT, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_RESUME )
// "Battle" (NA_BGM_ENEMY)
DEFINE_SEQUENCE (Sequence_26, NA_BGM_ENEMY, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
// "Boss Battle" (NA_BGM_BOSS00)
DEFINE_SEQUENCE (Sequence_27, NA_BGM_BOSS, MEDIUM_CART, CACHE_LOAD_TEMPORARY, SEQ_FLAG_RESTORE )
// "Woodfall Temple" (NA_BGM_JUNGLE_DUNGEON)
DEFINE_SEQUENCE (Sequence_28, NA_BGM_WOODFALL_TEMPLE, MEDIUM_CART, CACHE_LOAD_TEMPORARY, SEQ_FLAG_ENEMY )
// Loads one of sequences 0x15, 0x16, or 0x17. Will also play the "morning theme" if it is the start of a day (NA_BGM_MARKET)
DEFINE_SEQUENCE (Sequence_29, NA_BGM_CLOCK_TOWN_MAIN_SEQUENCE, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
// "Opening" - plays during the ambush in the opening forest area (NA_BGM_OPENING)
DEFINE_SEQUENCE (Sequence_30, NA_BGM_OPENING, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
// "House" (NA_BGM_LINK_HOUSE)
DEFINE_SEQUENCE (Sequence_31, NA_BGM_INSIDE_A_HOUSE, MEDIUM_CART, CACHE_LOAD_TEMPORARY, SEQ_FLAG_RESUME_PREV )
// "Game Over" (NA_BGM_GAME_OVER)
DEFINE_SEQUENCE (Sequence_32, NA_BGM_GAME_OVER, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE )
// "Boss Clear" (NA_BGM_BOSS_CLEAR)
DEFINE_SEQUENCE (Sequence_33, NA_BGM_CLEAR_BOSS, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
// "Item Catch" (NA_BGM_ITEM_GET)
DEFINE_SEQUENCE (Sequence_34, NA_BGM_GET_ITEM, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE )
// Just points to the "Clock Town, Second Day" sequence (sequence 0x16) (NA_BGM_GATE_OPEN, same name as the Door of Time song from OoT)
DEFINE_SEQUENCE_PTR(NA_BGM_CLOCK_TOWN_DAY_2, NA_BGM_CLOCK_TOWN_DAY_2_PTR, MEDIUM_CART, CACHE_LOAD_TEMPORARY, SEQ_FLAG_FANFARE )
// "Get A Heart Container!" (NA_BGM_HEART_GET)
DEFINE_SEQUENCE (Sequence_36, NA_BGM_GET_HEART, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE )
// "Mini Game" (NA_BGM_MINI_GAME_2)
DEFINE_SEQUENCE (Sequence_37, NA_BGM_TIMED_MINI_GAME, MEDIUM_CART, CACHE_LOAD_TEMPORARY, SEQ_FLAG_RESTORE )
// "Goron Race" (NA_BGM_GORON_RACE)
DEFINE_SEQUENCE (Sequence_38, NA_BGM_GORON_RACE, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
// "Music Box House" (NA_BGM_ORGEL_HOUSE)
DEFINE_SEQUENCE (Sequence_39, NA_BGM_MUSIC_BOX_HOUSE, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
// "Fairy's Fountain" - just points to the File Select sequence (sequence 0x18) (NA_BGM_GODESS)
DEFINE_SEQUENCE_PTR(NA_BGM_FILE_SELECT, NA_BGM_FAIRY_FOUNTAIN, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
// "Zelda's Theme" (NA_BGM_HIME)
DEFINE_SEQUENCE (Sequence_41, NA_BGM_ZELDAS_LULLABY, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
// "Rosa Sisters" (NA_BGM_SISTER_DANCER)
DEFINE_SEQUENCE (Sequence_42, NA_BGM_ROSA_SISTERS, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
// "Open Treasure Box" (NA_BGM_OPEN_TRE_BOX)
DEFINE_SEQUENCE (Sequence_43, NA_BGM_OPEN_CHEST, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE )
// "Marine Research Laboratory" (NA_BGM_DRUGSTORE)
DEFINE_SEQUENCE (Sequence_44, NA_BGM_MARINE_RESEARCH_LAB, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
// "Giants' Theme" (NA_BGM_KYOJIN_ROOM)
DEFINE_SEQUENCE (Sequence_45, NA_BGM_GIANTS_THEME, MEDIUM_CART, CACHE_LOAD_TEMPORARY, SEQ_FLAG_SKIP_HARP_INTRO )
// "Guru-Guru's Song" (NA_BGM_FUSHA)
DEFINE_SEQUENCE (Sequence_46, NA_BGM_SONG_OF_STORMS, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
// "Romani Ranch" (NA_BGM_RONRON)
DEFINE_SEQUENCE (Sequence_47, NA_BGM_ROMANI_RANCH, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
// "Goron Village" (NA_BGM_GORON)
DEFINE_SEQUENCE (Sequence_48, NA_BGM_GORON_VILLAGE, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
// "Mayor's Meeting" (NA_BGM_MEETING)
DEFINE_SEQUENCE (Sequence_49, NA_BGM_MAYORS_OFFICE, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
// "Ocarina “Epona's Song”" (NA_BGM_OCA_EPONA)
DEFINE_SEQUENCE (Sequence_50, NA_BGM_OCARINA_EPONA, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE )
// "Ocarina “Sun's Song”" - leftover from OoT (NA_BGM_OCA_SUNS)
DEFINE_SEQUENCE (Sequence_51, NA_BGM_OCARINA_SUNS, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE )
// "Ocarina “Song Of Time”" (NA_BGM_TIME_NORMAL)
DEFINE_SEQUENCE (Sequence_52, NA_BGM_OCARINA_TIME, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE )
// "Ocarina “Song Of Storms”" (NA_BGM_OCA_STORM)
DEFINE_SEQUENCE (Sequence_53, NA_BGM_OCARINA_STORM, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE )
// "Zora Hall" (NA_BGM_ZORA)
DEFINE_SEQUENCE (Sequence_54, NA_BGM_ZORA_HALL, MEDIUM_CART, CACHE_LOAD_TEMPORARY, SEQ_FLAG_RESUME )
// "Get A Mask!" (NA_BGM_MASK_GET)
DEFINE_SEQUENCE (Sequence_55, NA_BGM_GET_NEW_MASK, MEDIUM_CART, CACHE_LOAD_TEMPORARY, SEQ_FLAG_FANFARE )
// "Middle Boss Battle" (NA_BGM_MIDDLE_BOSS)
DEFINE_SEQUENCE (Sequence_56, NA_BGM_MINI_BOSS, MEDIUM_CART, CACHE_LOAD_TEMPORARY, SEQ_FLAG_RESTORE )
// "Small Item Catch" (NA_BGM_S_ITEM_GET)
DEFINE_SEQUENCE (Sequence_57, NA_BGM_GET_SMALL_ITEM, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE )
// "Astral Observatory" (NA_BGM_TENMONDAI)
DEFINE_SEQUENCE (Sequence_58, NA_BGM_ASTRAL_OBSERVATORY, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
// "Cavern" - used for grottos (NA_BGM_NORMAL_DUNGEON)
DEFINE_SEQUENCE (Sequence_59, NA_BGM_CAVERN, MEDIUM_CART, CACHE_LOAD_TEMPORARY, SEQ_FLAG_ENEMY )
// "Milk Bar" (NA_BGM_MILK_BAR)
DEFINE_SEQUENCE (Sequence_60, NA_BGM_MILK_BAR, MEDIUM_CART, CACHE_LOAD_TEMPORARY, SEQ_FLAG_RESUME | SEQ_FLAG_ENEMY )
// "Enter Zelda" - leftover from OoT (NA_BGM_APPEAR)
DEFINE_SEQUENCE (Sequence_61, NA_BGM_ZELDA_APPEAR, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE )
// "Woods Of Mystery" - Saria's Song from OoT, also used when dancing with the scarecrow (NA_BGM_MAYOIMORI)
DEFINE_SEQUENCE (Sequence_62, NA_BGM_SARIAS_SONG, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
// "Goron Race Goal" (NA_BGM_GORON_GOAL)
DEFINE_SEQUENCE (Sequence_63, NA_BGM_GORON_GOAL, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
// "Horse Race" (NA_BGM_HORSE)
DEFINE_SEQUENCE (Sequence_64, NA_BGM_HORSE, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
// "Horse Race Goal" (NA_BGM_HORSE_GOAL)
DEFINE_SEQUENCE (Sequence_65, NA_BGM_HORSE_GOAL, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
// "Gorman Track" (NA_BGM_INGO)
DEFINE_SEQUENCE (Sequence_66, NA_BGM_INGO, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
// "Magic Hags' Potion Shop" (NA_BGM_KOTAKE_KOUME)
DEFINE_SEQUENCE (Sequence_67, NA_BGM_KOTAKE_POTION_SHOP, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
// "Shop" (NA_BGM_SHOP)
DEFINE_SEQUENCE (Sequence_68, NA_BGM_SHOP, MEDIUM_CART, CACHE_LOAD_TEMPORARY, SEQ_FLAG_RESUME_PREV )
// "Owl" (NA_BGM_OWL)
DEFINE_SEQUENCE (Sequence_69, NA_BGM_OWL, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE )
// "Shooting Gallery" (NA_BGM_MINI_GAME)
DEFINE_SEQUENCE (Sequence_70, NA_BGM_SHOOTING_GALLERY, MEDIUM_CART, CACHE_LOAD_TEMPORARY, SEQ_FLAG_RESUME_PREV )
// "Ocarina “Song Of Soaring”" (NA_BGM_OCA_BIGWING)
DEFINE_SEQUENCE (Sequence_71, NA_BGM_OCARINA_SOARING, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE )
// "Ocarina “Song Of Healing”" (NA_BGM_OCA_CURE)
DEFINE_SEQUENCE (Sequence_72, NA_BGM_OCARINA_HEALING, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE )
// "Ocarina “Inverted Song Of Time”" (NA_BGM_TIME_SPEED)
DEFINE_SEQUENCE (Sequence_73, NA_BGM_INVERTED_SONG_OF_TIME, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE )
// "Ocarina “Song Of Double Time”" (NA_BGM_TIME_JUMP)
DEFINE_SEQUENCE (Sequence_74, NA_BGM_SONG_OF_DOUBLE_TIME, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE )
// "Sonata of Awakening" (NA_BGM_DEMO_AWAKING)
DEFINE_SEQUENCE (Sequence_75, NA_BGM_SONATA_OF_AWAKENING, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE )
// "Goron Lullaby" (NA_BGM_DEMO_LULLABY)
DEFINE_SEQUENCE (Sequence_76, NA_BGM_GORON_LULLABY, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE )
// "New Wave Bossa Nova" - both saxophone and vocals (NA_BGM_DEMO_TIDE)
DEFINE_SEQUENCE (Sequence_77, NA_BGM_NEW_WAVE_BOSSA_NOVA, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE )
// "Elegy Of Emptiness" (NA_BGM_DEMO_SHELL)
DEFINE_SEQUENCE (Sequence_78, NA_BGM_ELEGY_OF_EMPTINESS, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE )
// "Oath To Order" (NA_BGM_DEMO_PLEDGE)
DEFINE_SEQUENCE (Sequence_79, NA_BGM_OATH_TO_ORDER, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE )
// "Swordsman's School" (NA_BGM_EXERCISE_HALL)
DEFINE_SEQUENCE (Sequence_80, NA_BGM_SWORD_TRAINING_HALL, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
// "Ocarina “Goron Lullaby Intro”" (NA_BGM_DEMO_LULLABY_HALF)
DEFINE_SEQUENCE (Sequence_81, NA_BGM_OCARINA_LULLABY_INTRO, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE )
// "Get The Ocarina!" (NA_BGM_OCA_YOUSEI)
DEFINE_SEQUENCE (Sequence_82, NA_BGM_LEARNED_NEW_SONG, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE )
// "Bremen March" (NA_BGM_FACEMASK)
DEFINE_SEQUENCE (Sequence_83, NA_BGM_BREMEN_MARCH, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE )
// "Ballad Of The Wind Fish" - quartet performed in on the Milk Bar stage (NA_BGM_QUARTET)
DEFINE_SEQUENCE (Sequence_84, NA_BGM_BALLAD_OF_THE_WIND_FISH, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE )
// "Song Of Soaring" (NA_BGM_WING_WARP)
DEFINE_SEQUENCE (Sequence_85, NA_BGM_SONG_OF_SOARING, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_RESTORE )
// Just points to the "Milk Bar" sequence (sequence 0x3C) (NA_BGM_MILK_BAR_DUMMY)
DEFINE_SEQUENCE_PTR(NA_BGM_MILK_BAR, NA_BGM_MILK_BAR_DUPLICATE, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
// "Last Day" (NA_BGM_TIME_LIMIT)
DEFINE_SEQUENCE (Sequence_87, NA_BGM_FINAL_HOURS, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
// "Mikau" - looping part of the song (NA_BGM_MIKAU_LIFF)
DEFINE_SEQUENCE (Sequence_88, NA_BGM_MIKAU_RIFF, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE )
// "Mikau" - a single guitar chord to end the song (NA_BGM_MIKAU_FIN)
DEFINE_SEQUENCE (Sequence_89, NA_BGM_MIKAU_FINALE, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE )
// "Frog Song" - conducting the frogs with Don Gero's Mask (NA_BGM_FROG_SONG)
DEFINE_SEQUENCE (Sequence_90, NA_BGM_FROG_SONG, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
// "Ocarina “Sonata Of Awakening”" (NA_BGM_OCA_AWAKING)
DEFINE_SEQUENCE (Sequence_91, NA_BGM_OCARINA_SONATA, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE )
// "Ocarina “Goron Lullaby”" (NA_BGM_OCA_LULLABY)
DEFINE_SEQUENCE (Sequence_92, NA_BGM_OCARINA_LULLABY, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE )
// "Ocarina “New Wave Bossa Nova”" (NA_BGM_OCA_TIDE)
DEFINE_SEQUENCE (Sequence_93, NA_BGM_OCARINA_NEW_WAVE, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE )
// "Ocarina “Elegy of Emptiness”" (NA_BGM_OCA_SHELL)
DEFINE_SEQUENCE (Sequence_94, NA_BGM_OCARINA_ELEGY, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE )
// "Ocarina “Oath To Order”" (NA_BGM_OCA_PLEDGE)
DEFINE_SEQUENCE (Sequence_95, NA_BGM_OCARINA_OATH, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE )
// Majora Boss Room. Just points to the "Last Day" sequence (sequence 0x57) (NA_BGM_LAST_DUNGEON)
DEFINE_SEQUENCE_PTR(NA_BGM_FINAL_HOURS, NA_BGM_MAJORAS_LAIR, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
// Just points to the "Ocarina “Goron Lullaby Intro”" sequence (sequence 0x51) (NA_BGM_OCA_LULLABY_HALF)
DEFINE_SEQUENCE_PTR(NA_BGM_OCARINA_LULLABY_INTRO, NA_BGM_OCARINA_LULLABY_INTRO_PTR, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE )
// "Bass & Guitar Session" (NA_BGM_OCA_SESSION)
DEFINE_SEQUENCE (Sequence_98, NA_BGM_OCARINA_GUITAR_BASS_SESSION, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE )
// "Piano Solo" (NA_BGM_DEMO_SESSION)
DEFINE_SEQUENCE (Sequence_99, NA_BGM_PIANO_SESSION, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE )
// "The Indigo-Go's" (NA_BGM_ALLPART_SESSION)
DEFINE_SEQUENCE (Sequence_100, NA_BGM_INDIGO_GO_SESSION, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE )
// "Snowhead Temple" (NA_BGM_SILVER_DUNGEON)
DEFINE_SEQUENCE (Sequence_101, NA_BGM_SNOWHEAD_TEMPLE, MEDIUM_CART, CACHE_LOAD_TEMPORARY, SEQ_FLAG_ENEMY )
// "Great Bay Temple" (NA_BGM_DEEPBLUE_DUNGEON)
DEFINE_SEQUENCE (Sequence_102, NA_BGM_GREAT_BAY_TEMPLE, MEDIUM_CART, CACHE_LOAD_TEMPORARY, SEQ_FLAG_ENEMY )
// "New Wave Bossa Nova" - saxophone only, no vocals (NA_BGM_DEMO_TIDE_SAX)
DEFINE_SEQUENCE (Sequence_103, NA_BGM_NEW_WAVE_SAXOPHONE, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE )
// "New Wave Bossa Nova" - vocals only, no saxophone (NA_BGM_DEMO_TIDE_VOCAL)
DEFINE_SEQUENCE (Sequence_104, NA_BGM_NEW_WAVE_VOCAL, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE )
// "Majora's Wrath Battle" (NA_BGM_MUJURA_1)
DEFINE_SEQUENCE (Sequence_105, NA_BGM_MAJORAS_WRATH, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
// "Majora's Incarnate Battle" (NA_BGM_MUJURA_2)
DEFINE_SEQUENCE (Sequence_106, NA_BGM_MAJORAS_INCARNATION, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
// "Majora's Mask Battle" (NA_BGM_MUJURA_3)
DEFINE_SEQUENCE (Sequence_107, NA_BGM_MAJORAS_MASK, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
// "Bass Practice" (NA_BGM_BASS_PLAY)
DEFINE_SEQUENCE (Sequence_108, NA_BGM_BASS_PLAY, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE )
// "Drums Practice" (NA_BGM_DRUMS_PLAY)
DEFINE_SEQUENCE (Sequence_109, NA_BGM_DRUMS_PLAY, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE )
// "Piano Practice" (NA_BGM_PIANO_PLAY)
DEFINE_SEQUENCE (Sequence_110, NA_BGM_PIANO_PLAY, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE )
// "Ikana Castle" (NA_BGM_IKANA_CASTLE)
DEFINE_SEQUENCE (Sequence_111, NA_BGM_IKANA_CASTLE, MEDIUM_CART, CACHE_LOAD_TEMPORARY, SEQ_FLAG_ENEMY )
// "Calling The Four Giants" (NA_BGM_GATHERING)
DEFINE_SEQUENCE (Sequence_112, NA_BGM_GATHERING_GIANTS, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
// "Kamaro's Dance" (NA_BGM_CAMARO_DANCE)
DEFINE_SEQUENCE (Sequence_113, NA_BGM_KAMARO_DANCE, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE_KAMARO )
// "Cremia's Carriage" (NA_BGM_DONKEY_CART)
DEFINE_SEQUENCE (Sequence_114, NA_BGM_CREMIA_CARRIAGE, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
// "Keaton's Quiz" (NA_BGM_QUIZ)
DEFINE_SEQUENCE (Sequence_115, NA_BGM_KEATON_QUIZ, MEDIUM_CART, CACHE_LOAD_PERSISTENT, SEQ_FLAG_FANFARE )
// "The End / Credits" - plays the first half, then loads sequence 0x7F for the second half (NA_BGM_END_DEMO)
DEFINE_SEQUENCE (Sequence_116, NA_BGM_END_CREDITS, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
// Similar to "Opening" (sequence 0x1E), but the intro loops endlessly (NA_BGM_OPENING_LOOP)
DEFINE_SEQUENCE (Sequence_117, NA_BGM_OPENING_LOOP, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
// "Title Theme" (NA_BGM_TITLE)
DEFINE_SEQUENCE (Sequence_118, NA_BGM_TITLE_THEME, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
// "Woodfall Rises" (NA_BGM_DUNGEON_APPEAR)
DEFINE_SEQUENCE (Sequence_119, NA_BGM_DUNGEON_APPEAR, MEDIUM_CART, CACHE_LOAD_TEMPORARY, SEQ_FLAG_FANFARE )
// "Southern Swamp Clears" (NA_BGM_PURIFICATION_0)
DEFINE_SEQUENCE (Sequence_120, NA_BGM_WOODFALL_CLEAR, MEDIUM_CART, CACHE_LOAD_TEMPORARY, SEQ_FLAG_FANFARE )
// "Snowhead Clear" (NA_BGM_PURIFICATION_1)
DEFINE_SEQUENCE (Sequence_121, NA_BGM_SNOWHEAD_CLEAR, MEDIUM_CART, CACHE_LOAD_TEMPORARY, SEQ_FLAG_FANFARE )
//
DEFINE_SEQUENCE (Sequence_122, NA_BGM_SEQ_122, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
// "To The Moon" (NA_BGM_INTO_THE_MOON)
DEFINE_SEQUENCE (Sequence_123, NA_BGM_INTO_THE_MOON, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
// "The Giants' Exit" (NA_BGM_GOODBYE_GIANT)
DEFINE_SEQUENCE (Sequence_124, NA_BGM_GOODBYE_GIANT, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
// "Tatl & Tael" (NA_BGM_CHAT)
DEFINE_SEQUENCE (Sequence_125, NA_BGM_TATL_AND_TAEL, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
// "Moon's Destruction" (NA_BGM_MOON_VANISH)
DEFINE_SEQUENCE (Sequence_126, NA_BGM_MOONS_DESTRUCTION, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )
// "The End / Credits" - second half. Sequence 0x74 loads this after playing the first half (NA_BGM_OCA_MUS)
DEFINE_SEQUENCE (Sequence_127, NA_BGM_END_CREDITS_SECOND_HALF, MEDIUM_CART, CACHE_LOAD_TEMPORARY, 0 )