Hole in One
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0x100 X - Spawn Ball
0 - Small (Monkey)
1 - Big (Mandrill)

0x101 Y - Zoom
X = Interpolation
0 - Smooth
1 - Snap
Y = View
0 - Zoomed in on Monkey (Leftover)
1 - Zoom out to show Golfer (Leftover)
2 - Normal View

0x102 - Golfer Ready
0x102<1> - Beat Animation
0x102<2> X - Golfer Visibility
0 - Invisible
1 - Visible
0x102<3> - Golfer Miss animation and sfx if he's currently in Ready animation (Leftover)
0x102<4> - Golfer Wait (Leftover)
0x102<5> - Golfer Look (Leftover)
0x102<6> - Golfer Greet (Leftover)

0x103<0> - Monkey Ready
0x103<1> - Monkey Throw
0x103<2> X - Monkey Talks X times (Leftover)
0x103<3> X - Direction (Leftover)
0 - Right?
1 - Left?
0x103<4> - Beat Animation
0x103<5> 0xXXXXXX, Y - Remix 1 Intro (Leftover)
X = Animation (Uses animation name in quotations, for example "monkey_inst_talk") (goes to monkey_inst_wait after playing Y times, then randomly calls monkey_inst_blink)
Y = Number of times to do the animation before going to wait
0 plays the animation infinitely, negative numbers play it only once

0x104 X - Mandrill Animations
0 - Ready 1
1 - Ready 2
2 - Ready 3
0x104<1> X - Mandrill Visibility
0 - Invisible
1 - Visible
0x104<2> - Beat Animation
0x104<3> X - Beat Animation Type
0 - Normal
1 - Energetic
2 - Arm Pumping
0x104<4> X, Y - Play animation X for Y times (Leftover)

0x105 - Nothing (Unused)

0x106 P, Q, R, S, T, U, V, W, X, Y, Z - Background Objects
P = Animation
Used Values:
0x50A238 - "bg_bird"
0x50A312 - "bg_cloud"
0x50A31B - "bg_airplane"
0x50B173 - "bg_sea_gull"
Q = Animation frame (-1 causes this to play the animation, while other values use the specified frame of the animation)
Used Values: -1, 0, 1, 2, 3
R = Time to get to the new position
S = Layer
Used Values: 0 (Incorrect Value)
(0x1E+ will put the clouds behind the sea as intended, actual value unknown)
(Values from Fever (halved) include 0x5F0, 0x5FA, closest to intended)
T = Destinaion Effect (What will this object do when it reaches the new position)
0 - Loop movement (Unused)
1 - Disappear
2 - Stay in place
U = X Position
Used Values: -0x7D, -0x6E, -0xAF, -0x4B, 0, 0x64, 0x96, 0xFA, 0x1C2
V = Y Position
Used Values: -0x46, -0x32, -0x19, -0xA, 0, 0x32
W = Size
Used Values: 0x10, 0x100
X = New X position
Used Values: -0x1DB, -0x1C2, -0xFA, -0x7D, -0x6E, -0x4B, 0, 0x64
Y = New Y position
Used Values: -0x7D, -0x46, -0x32, -0x19, -0x14, -0xA, 0
Z = New Size
Used Values: 0x100

0x107 - Whale hides

0x108 - Unknown Counter (Unused)
X = Action
0 - Reset counter to 0
1 - Set counter to condvar
2 - Increment counter by 1

0x109 - Sets condvar based on performance (Leftover)
0 - Just
1 - Early
2 - Late
3 - Miss

0x10A W, X, Y, Z - Geysers
0x10A<1> W - Remove Geyser
W = Slot (Used Values: 0, 1, 2)
X = X Position (Used Values: -0x64, 0, 0x64)
Y = Y Position (Used Values: 0x19, 0x28)
Z = Z Position (Used Values: 0xC0, 0xF0)

0x10B X, Y, Z - Rainbow
X = Starting Opacity (Used Value: 0)
Y = Ending Opacity (Used Value: 0xC0)
Z = Time in Ticks (Used Value: 0xC00)

0x10C X - Consecutive Shots (Doesn't seem to actually do anything)
0 - Disable
1 - Enable
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Subs:
0x56 - Monkey
0x57 - Mandrill
0x58 - Hole in One (Practice)
0x59 - Hole in One (Real Game)
0x5A - Hole in One 2 (Real Game)
0x5B - Hole in One (Skipped Practice)