Airboarder
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0x100 X, Y - Spawn Blocks + Input
X = Time in Ticks (Used Value: 0x150, 0x210, 0x2D0, 0x540)
Y = Type
0 - Jump
1 - Squat

0x101 X - Switch to Camera (0~2)

0x102 V, Y, Z - Change Camera Angle (Instant)
0x103 V, W, X, Y, Z - Change Camera Angle (Smoothly)
V = Camera to use (0~2)
W = Interpolation (Used Values: 1, 3)
X = Time in Ticks (Used Values: 0x120, 0x180, 0x2D0, 0x300)
Y = Angle
0 - Back of Airboarders, slightly rotated
1 - Side of Airboarders, focus on front one
2 - Front of Airboarders, from above
3 - Top of Airboarders, focus on front one (Intro)
4 - Sky, away from Airboarders
Z = Focus on (No Effect) (Used Values: 0, 2)
0x102<1> V, Y, Z - Change Focus of Camera (Instant)
0x103<1> V, W, X, Y, Z - Change Focus of Camera (Smoothly)
V = Camera to use (0~2)
W = Interpolation (Used Values: 3, 4)
X = Time in Ticks
Used Values: 0, 0x60, 0x90, 0xC0, 0xD8, 0x120, 0x180, 0x2D0, 0x300
Y = Predetermined Angles
0 - Stage in the back (Unused)
1 - Stage, side of Airboarders (Unused)
2 - Top, infront on frontmost Airbaorder (Unused)
3 - Sky, away from Airboarders (Unused)
4 - Intro Angle
Z = Focus on (Only works with Y=4)
-1 - Area Behind Back Airboarder
0 - Front Airboarder
1 - Middle Airboarder
2 - Back Airboarder
0x102<2> U, X, Y, Z - Set Camera to Arbitrary Position (Instant)
0x103<2> U, V, W, X, Y, Z - Set Camera to Arbitrary Position (Smoothly)
U = Camera to use (0~2)
V = Interpolation (Used Values: 1, 2, 3, 4)
W = Time in Ticks
Used Values: 0, 0x30, 0x90, 0xC0, 0xD8, 0xF0, 0x150, 0x168, 0x180, 0x300
X = X Position (Used Values: -0x1E, -0x18, -0x14, -0xA, -8, -6)
Y = Y Position (Used Values: 1, 5, 7, 8, 0xA, 0x32)
Z = Z Position
Used Values: -0x28, -0x20, -0x14, -0x8, 0, 4, 8, 0xA, 0x14, 0x24, 0x28, 0x2C, 0x32
0x102<3> U, X, Y, Z - Set Focus to Arbitrary Position (Instant)
0x103<3> U, V, W, X, Y, Z - Set Focus to Arbitrary Position (Smoothly)
U = Camera to use (0~2)
V = Interpolation (Used Values: 1, 2, 3)
W = Time in Ticks (Used Values: 0x60, 0xC0, 0x300)
X = X Position (Used Values: -6, 0, 0x32)
Y = Y Position (Used Values: 8, 0x1B, 0x32, 0x50, 0x64)
Z = Z Position (Used Values: -8-8, -0x14, 0, 0x28)
0x102<4> V, Z - Rotate the Camera (Instant)
0x103<4> V, X, Y, Z - Rotate the Camera (Smoothly)
V = Camera to use (0~2)
X = Interpolation (Used Values: 1, 2, 3, 4)
Y = Time in Ticks (Used Values: 0, 0x30, 0xC0, 0x180, 0x300, 0x3C0)
Z = Rotation (Used Values: 0x43, 0x5A, 0x10E)

0x104 X, Y, Z - Unknown (Crashes the Game) (Unused)

0x105 Y - Airboarder Animations
X = Animation
0 - Beat
1 - Prepare Crouch (Also used for "Aaand... Let's go!")
2 - Crouch
3 - Charge
4 - Jump
Y = Which one (O~2, from the front)

0x106 X - Charging
0 - Disable
1 - Enable

0x107 - Stop Camera's Forward Movement
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Subs:
0x56 - Beat Animation (Forever)
The input comes 28 beats after the following
0x57 - Crouch
0x58 - Crouch + Charge
0x59 - Jump
0x5A - Jump + Hai
0x5B - Airboarder (Practice)
0x5C - Airboarder (Real Game)
0x5D - Airboarder (Skipped Practice)