Super Samurai Slice
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0x100 X, Y - Input
X = Type
0 - Slice (Single)
1 - Slice (1st)
2 - Slice (2nd)
3 - Slice (3rd)
4 - Slice (4th)
5 - Block (Hold B)
6 - Counterattack (Release B)
7 - Girl
8 - Other Girls
Y = Time in Ticks (Used Values: 0x30, 0x60, 0xC0)

0x101 - Samurai Beat Animation
0x101<1> X - Flip Samurai
0 - Right
1 - Left
0x101<2> - Set Samurai offscreen
0x101<3> X - Samurai Runs in
Used Value: 0x60

0x102 - Plays fail noise if not blocking

0x103 X, Y, Z - Spawn Enemy
X = Type
0 - Small
1 - Big
2 - Big (Last)
3 - Girl
Y = Direction
0 - Top Right
1 - Bottom Right
2 - Top Left
3 - Bottom Left
Z = Type
0 - Single
1 - 1st
2 - 2nd
3 - 3rd
4 - 4th
5 - Block (Hold B)
6 - Block (Hold B) (Unused)
7 - Girl
8 - Other Girls
0x103<1> - Enemy Spawns
0x103<2> - Enemy Attacks
0x103<3> - Enemy Explodes (if sliced)
0x103<4> - ??? (Unused)

0x104 - Start Moving Background (Slowly)
0x104<1> - Stop Moving Background

0x105 X - Start Moving Background (Fast)
Used Values: 6, 0x90
0x105<1> X - Stop Moving Background (Zooms Forward if it wasn't already moving)
Used Value: 0x90, 0xC0

0x106 X - Skateboard Comes in
0x106<1> X - Skateboard Goes Away
Used Value: 0x30
0x106<2> - Get on Skateboard
0x106<3> - Get off Skateboard

0x107 X - Mr. Eagle Swoops in
Used Values: 6, 0x30
0x107<1> X - Mr. Eagle Goes Away
Used Value: 0x30
0x107<2> - Get on Mr. Eagle
0x107<3> - Get off Mr. Eagle
0x107<4> - Checks if Samurai is on Mr. Eagle, sets condvar to 1 if he is

0x108 X - Final Big Enemy (Intro)
0 - Disabled
1 - Enabled
0x108<1> - Set Offscreen (Intro)
0x108<2> 0 - Set Offscreen (Ending)
0x108<3> X - Swoop in
Used Value: 0xC0

0x109 X - Girl
0x109<1> - Walking Forward (Intro)
0x109<2> X - Standing (Ending)
0 - Disabled
1 - Enabled
0x109<3> - Run Away (Failed to Defeat the Final Enemy)

0x10A X - Spawn Castle (Super Samurai Slice 2 Ending)
0x10A<1> X - Remove Castle
0x10A<2> X - Girls Disappear
0 - Disabled
1 - Enabled

0x10B X - Go to the Sky
Used Values: 6, 0xC0
0x10B<1> X - Go back to the Ground
Used Value: 0xC0
0x10B<2> X - Remove Overlay Effects (Clouds, Roofs, Mist)
Used Value: 0xC0
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Subs:
Sequential Enemies are places on the same beat (ex. sub5A and sub5B)
1 Enemy
0x56 - One Enemy (TR)
0x57 - One Enemy (BR)
0x58 - One Enemy (TL)
0x59 - One Enemy (BL)
2 Enemies (1.0 Beats)
0x5A - 1st Enemy (TR)
0x5B - 2nd Enemy (TL)
2 Enemies (1.0 Beats) (Used with sub77)
0x5C - 1st Enemy (BR)
0x5D - 2nd Enemy (BL)
2 Enemies (0.5 Beats)
0x5E - 1st Enemy (TR)
0x5F - 2nd Enemy (TL)
0x60 - 1st Enemy (BR)
0x61 - 1st Enemy (BL)
0x62 - 2nd Enemy (BL)
0x63 - 2nd Enemy (BR)
3 Enemies (0.5 Beats)
0x64 - 1st Enemy (TR)
0x65 - 2nd Enemy (TL)
0x66 - 3rd Enemy (BR)
3 Enemies (0.5 Beats)
0x67 - 1st Enemy (TL)
0x68 - 2nd Enemy (TR)
0x69 - 3rd Enemy (BL)
4 Enemies (0.5 Beats)
0x6A - 1st Enemy (TR)
0x6B - 2nd Enemy (TL)
0x6C - 3rd Enemy (BR)
0x6D - 4th Enemy (BL)
4 Enemies (Swing, Quick)
0x6E - 1st Enemy (TR) (Unused)
0x6F - 2nd Enemy (TL) (Unused)
0x70 - 3rd Enemy (BR) (Unused)
0x71 - 4th Enemy (BL) (Unused)
4 Enemies (Swing, Slow)
0x72 - 1st Enemy (TR) (Unused)
0x73 - 2nd Enemy (TL) (Unused)
0x74 - 3rd Enemy (BR) (Unused)
0x75 - 4th Enemy (BL) (Unused)
1 Enemy (Spawns 1.5 Beats Later)
0x76 - One Enemy (TR) (Offbeat) (Unused)
Other
0x77 - Big Enemy (TR)
0x78 - Big Enemy (TL)
0x79 - Last Big Enemy (TR)
0x7A - Last Big Enemy (TL) (Unused)
0x7B - Girl Thanks You
0x7C - Other Girls Thank You
0x7D - Super Samurai Slice (Practice)
0x7E - Super Samurai Slice (Real Game)
0x7F - Super Samurai Slice 2 (Real Game)
0x80 - Super Samurai Slice (Skipped Practice)