Rhythm Rally
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0x100 X, Y, Z - Input
X = Timing
0 - Normal Rally
1 - Fast Rally
Y = Height
Z = Time in Ticks

0x101 X, Y, Z - Bounce Ball
X = Where to?
0 - Center of the table (Unused)
1 - Opponent's paddle
2 - Player's side of the table
3 - Player's paddle
4 - Opponent's side of the table (Unused)
5 - Opponent's hand (when serving)
Y = Height (Used Values: 0, 0x29E, 0x3E8, 0x5DC, 0x7D0, 0xBB8, 0x1388)
Z = Time in Ticks (Used Values: 0, 0x18, 0x30, 0x60)

0x102 - Check Performance
0x102<1> - Set condvar to 1 if the player failed since this

0x103 - Nothing (Unused)

0x104 X - Beat
0x105 X - Ready
0x106 X - Swing
0x107 X - Victory Pose
0 - Opponent
1 - Player

0x108 X - Camera Movement
0 - Intro Movement (Rhythm Rally 1 or 2, depends on which model is loaded)
1 - Camera Stuck on the First Frame of the Intro Movement
0x108<1> X - Snap Camera to X angle
0x108<2> X, Y - Move Camera to X angle for Y ticks
Used Values: 0x60, 0xC0, 0x180, 0x30C, 0x48C, 0x60C, 0x78C
0x108<3> X, Y - Move Camera to X angle for Y ticks
Used Values: 0x150, 0x180, 0x24C
0 - Normal (Player's Side)
1 - Intro Angle (Cosmic Rhythm Rally)
2 - From the Side
3 - Mirrored (Player's Side)
4 - Mirrored (Opponent's Side)
5 - Intro Angle (Barbershop Remix)

0x109 X - Background
0 - Black Void
1 - Model-specific Background
0x109<1> - Animate Background
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Subs:
0x56 - Normal Rally
0x57 - Slow Rally
0x58 - High-Speed Rally
0x59 - Fast Rally
0x5A - Fast Rally Sound ("Tonk Tink Tonk"), plays 2.0 Beats after the start of the sub
0x5B - High-Speed Rally Sound ("Tonk Tink Tonk Tink Tonk Tink Tonk Tink")
0x5C - Rhythm Rally (Practice)
0x5D - Rhythm Rally 2 (Practice)
0x5E - Cosmic Rhythm Rally (Practice)
0x5F - Rhythm Rally (Real Game)
0x60 - Rhythm Rally 2 (Real Game)
0x61 - Cosmic Rhythm Rally (Real Game)
0x62 - Rhythm Rally (Skipped Practice)
0x63 - Rhythm Rally 2 (Skipped Practice)
0x64 - Cosmic Rhythm Rally (Skipped Practice)