
#include	<AgbTypes.h>


/*	############ 敵配置データ ################

			マップ名	t40j_1
			HeaderSize	0x0090
			横パネル数	0x001E
			縦パネル数	0x0017

	##########################################*/

//	{ Ｙ | Ｘ | 番号 }		// FORMAT

const u8 THD_t40j_1[0x05][3] =
{
	{0x05,0x15,0x11},		// 0x00
	{0x0A,0x14,0x13},
	{0x11,0x07,0x13},
	{0x13,0x0D,0x13},
	{0xFF,0xFF,0xFF},		// ENDコード (0x04)
};




/*	############ ＭＡＰ圧縮データ ############

			マップ名	t40j_1
			HeaderSize	0x0090
			横パネル数	0x001E
			縦パネル数	0x0017
			総パネル数	0x02B2

	##########################################*/


const u8 Map_t40j_1[] = 
{
	0x1E,0x17,			//	パネル数(X,Y)
//							DATA(L)Press
//							PressA  50.29% (0x015B)
//							PressB  66.09% (0x01C8)
	0x01,				//	PressA(7F)
	0xA0,0x40,0x1A,0x8E,0x9E,0xAA,0xAC,0xAA,
	0xAC,0xAA,0xAC,0xAA,0xAC,0xAA,0xAC,0xAA,
	0xAC,0xAA,0xAC,0xAA,0xAC,0xAA,0xAC,0xAA,
	0xAC,0xAA,0xAC,0x9F,0x8E,0x84,0x40,0x02,
	0x8E,0x9D,0x96,0x00,0x02,0x99,0x8F,0x84,
	0x40,0x02,0x8E,0xAD,0x96,0x00,0x02,0xA1,
	0x8E,0x84,0x40,0x02,0x8D,0x9D,0x96,0x00,
	0x02,0xA9,0x95,0x84,0x40,0x02,0x8E,0xAD,
	0x85,0x00,0x85,0x06,0x01,0x0E,0x8B,0x00,
	0x02,0x99,0x8F,0x84,0x40,0x02,0xA4,0x9D,
	0x96,0x00,0x02,0xA9,0x8E,0x84,0x40,0x02,
	0x8E,0xAD,0x87,0x00,0x02,0x08,0x09,0x8D,
	0x00,0x02,0x99,0xA3,0x84,0x40,0x02,0x8D,
	0x9D,0x87,0x00,0x02,0x10,0x11,0x8D,0x00,
	0x02,0xA9,0x8E,0x84,0x40,0x02,0x8E,0xAD,
	0x86,0x00,0x04,0x08,0x09,0x08,0x09,0x8C,
	0x00,0x02,0x99,0x8F,0x84,0x40,0x02,0x95,
	0x9D,0x85,0x00,0x08,0x0A,0x10,0x11,0x10,
	0x11,0x00,0x00,0x0A,0x89,0x00,0x02,0xA9,
	0x8E,0x84,0x40,0x02,0x8D,0xAD,0x85,0x00,
	0x01,0xAF,0x8B,0x00,0x01,0xAF,0x84,0x00,
	0x02,0x99,0x95,0x84,0x40,0x02,0x8E,0x9D,
	0x85,0x00,0x01,0xBF,0x8B,0x00,0x01,0xBF,
	0x84,0x00,0x02,0xA9,0x8F,0x84,0x40,0x02,
	0x8D,0xAD,0x85,0x00,0x01,0xC7,0x8B,0x00,
	0x01,0xC7,0x84,0x00,0x02,0x99,0x8E,0x84,
	0x40,0x02,0x8E,0x9D,0x96,0x00,0x02,0xA9,
	0xA3,0x84,0x40,0x02,0xA4,0xAD,0x87,0x00,
	0x83,0x06,0x8C,0x00,0x02,0x99,0x8F,0x84,
	0x40,0x02,0x8E,0x9D,0x96,0x00,0x02,0xA9,
	0x8E,0x84,0x40,0x02,0x8D,0xAD,0x96,0x00,
	0x02,0x99,0x8E,0x84,0x40,0x02,0x8E,0x9D,
	0x83,0x00,0x05,0x0B,0x09,0x00,0x0B,0x09,
	0x8E,0x00,0x02,0xA1,0x8E,0x84,0x40,0x02,
	0x95,0xAD,0x83,0x00,0x05,0x10,0x11,0x00,
	0x10,0x11,0x8E,0x00,0x02,0xA9,0x8E,0x84,
	0x40,0x1A,0x8D,0xA6,0x9A,0x9C,0x9A,0x9C,
	0x9A,0x9C,0x9A,0x9C,0x9A,0x9C,0x9A,0x9C,
	0x9A,0x9C,0x9A,0x9C,0x9A,0x9C,0x9A,0x9C,
	0x9A,0x9B,0xA7,0x8E,0x84,0x40,0x04,0x8E,
	0x8E,0xA3,0xA4,0x83,0x8E,0x02,0xA3,0xA4,
	0x83,0x8E,0x01,0x95,0x84,0x8E,0x02,0xA3,
	0xA4,0x83,0x8E,0x04,0xA3,0xA4,0x8E,0x8E,
	0xA0,0x40,0x00,
//							DATA(H)Press
//							PressA   1.88% (0x000D)
//							PressB   0.72% (0x0005)
	0x02,				//	PressB(7FF)
	0x82,0xB2,0x00,0x00,0x00,
};			//TotalPress =  25.51%

