
jetpack/pickup JETPPICK
jetpack/use JETPUSE
monsters/chimeramelt CHIMELT
inventory/lightamp/pickup LAMPUP
inventory/lightamp/on LAMPON
inventory/lightamp/off LAMPOFF
inventory/hazardscreen/on HAZSHDUS
$random gold/pickup {gold/pickup1 gold/pickup2 gold/pickup3 gold/pickup4 gold/pickup5}
gold/pickup1 GLDPICK1
gold/pickup2 GLDPICK2
gold/pickup3 GLDPICK3
gold/pickup4 GLDPICK4
gold/pickup5 GLDPICK5


//WEAPONS
weapons/powpstart	F_PWINI
weapons/powchrg0	F_PWCH0
weapons/powchrg1	F_PWCH1
weapons/powchrg2	F_PWCH2
weapons/powchrg3	F_PWCH3
weapons/powchrg4	F_PWCH4
weapons/powchrg5	F_PWCH5
weapons/powpmax		F_PWMAX

weapons/powattack1	F_PWAT1
weapons/powattack2	F_PWAT2
weapons/powattack3	F_PWAT3
weapons/powattack4	F_PWAT4
weapons/powattack5	F_PWAT5
weapons/regpunswing PUNSWIN

weapons/ar_fire		AR_FIRE
weapons/ar_pinpull	AR_PINP
weapons/ar_select  	AR_SELCT
weapons/ar_deselect	AR_DSLCT
weapons/ar_clipout	AR_COUT
weapons/ar_clipin	AR_CIN
weapons/ar_clipin2	AR_CIN2

weapons/gp_fire		GP_FIRE
weapons/gp_clipout 	GP_COUT
weapons/gp_clipin	GP_CIN
weapons/gp_clipin2	GP_CIN2
weapons/gp_slide	GP_SLIDE
weapons/gp_select	GP_SELCT
weapons/gp_deselect	GP_DSLCT
weapons/gotgolam	DWGETASP

$rolloff casings/gp_casing 100 200
$random casings/gp_casing {casings/gpc1 casings/gpc2 casings/gpc3}
casings/gpc1		GP_CASI1
casings/gpc2		GP_CASI2
casings/gpc3		GP_CASI3

$rolloff casings/hp_shell 100 200
$random casings/hp_shell {casings/hps1 casings/hps2 casings/hps3}
casings/hps1		HS_SHEL1
casings/hps2		HS_SHEL2
casings/hps3		HS_SHEL3

$rolloff casings/ar_casing 100 200
$random casings/ar_casing{casings/arc1 casings/arc2 casings/arc3 casings/arc4 casings/arc5}
casings/arc1 		AR_CASI1
casings/arc2 		AR_CASI2
casings/arc3 		AR_CASI3
casings/arc4 		AR_CASI4
casings/arc5 		AR_CASI5

$rolloff casings/sg_shell 100 200
$volume casings/sg_shell 0.75
$random casings/sg_shell{casings/sgc1 casings/sgc2 casings/sgc3} 
casings/sgc1 		SG_SHEL1
casings/sgc2 		SG_SHEL2
casings/sgc3 		SG_SHEL3


weapons/reload		 DWRELOAD
weapons/cannonreload DWCANREL

weapons/noammo		 DWNOAMMO
weapons/gundown		 DWHOLST

$random weapons/hs_fire	{weapons/hs_f1 weapons/hs_f2}
weapons/hs_f1			HS_FIRE1
weapons/hs_f2			HS_FIRE2

weapons/hs_clipin  		HS_CIN
weapons/hs_bolt  		HS_BOLT
weapons/hs_clipout		HS_COUT
weapons/hs_select		HS_SELCT
weapons/hs_deselect		HS_DSLCT


weapons/cs_fire			CS_FIRE
weapons/cs_cock			CS_COCK
weapons/cs_select		CS_SELCT
weapons/cs_deselect		CS_DSLCT
weapons/cs_ammopick		CS_SHIN2
$random weapons/cs_insert	{weapons/csshin1 weapons/csshin2}
weapons/csshin1			CS_SHIN1
weapons/csshin2			CS_SHIN2

weapons/tp_fire			TP_FIRE
$volume weapons/tp_fire 1.2
weapons/tp_fullcycle  	TP_FULCY
weapons/tp_halfcycle  	TP_HALCY
weapons/tp_clipout		TP_COUT
weapons/tp_clipin    	TP_CIN
$volume weapons/tp_clipin1 1.6
weapons/tp_clipin2   	TP_CIN2
$volume weapons/tp_clipin2 1.6
weapons/tp_bolt1	  	TP_BOLT1
weapons/tp_bolt2	  	TP_BOLT2
$volume weapons/tp_select 2.0
weapons/tp_select		TP_SELCT
weapons/tp_deselect		TP_DSLCT
weapons/tp_stuck		TP_STUCK
weapons/tp_coolend		TP_COOLE

$random weapons/cr_fire		{weapons/crfr1 weapons/crfr2}
weapons/crfr1 			CR_FIRE1
weapons/crfr2 			CR_FIRE2
weapons/cr_modeswitch	CR_SMODE
weapons/cr_powfire		CR_POWF
weapons/cr_chargestart  CR_CHRG
weapons/cr_chrgloop		CR_CLOOP
$volume weapons/cr_select 2.0
weapons/cr_select		CR_SELCT
weapons/cr_deselect		CR_DSLCT
weapons/cr_clipin		CR_CIN
weapons/cr_clipout		CR_COUT
weapons/cr_noammo		CR_DRYF
weapons/cr_ammopick		CR_AMMOP
weapons/cr_stuck		CR_OVHT
weapons/cr_coolend		CR_COOLE
weapons/cr_notenbatt	CR_NOBAT
weapons/cr_pulseidle	CR_PIDLE
weapons/cr_pulseoff		CR_PIDOF

weapons/sg_fire			SG_FIRE
weapons/sg_clipout		SG_COUT
weapons/sg_clipin		SG_CIN
weapons/sg_bolt			SG_BOLT
weapons/sg_zoomin		SG_ZOOMI
weapons/sg_zoomout		SG_ZOOMO
weapons/sg_select		SG_SELCT
weapons/sg_idle			SG_IDLE
weapons/sg_idleoff		SG_IDLOF



1
weapons/coolstart		WG_COOLS
$limit weapons/coolsteam 1
weapons/coolsteam		WG_STMLO

//frag grenade
grenade/pin				GRNPIN
grenade/toss			GRNTOSS

$volume grenade/pickup 2.0
$random grenade/pickup {gr/pk1 gr/pk2 gr/pk3}
gr/pk1		GRPIK1
gr/pk2		GRPIK2
gr/pk3		GRPIK3


$rolloff grenade/bounce 264 728
$random grenade/bounce  {grenade/bn1 grenade/bn2 grenade/bn3 grenade/bn4 grenade/bn5}
grenade/bn1			GRNBNC1
grenade/bn2			GRNBNC2
grenade/bn3			GRNBNC3
grenade/bn4			GRNBNC4
grenade/bn5			GRNBNC5

$volume grenade/explosion 1.5
$rolloff grenade/explosion 600 1800
$RANDOM grenade/explosion {grenade/boom1 grenade/boom2 grenade/boom3 grenade/boom4}
grenade/boom1		GRBOOM1
grenade/boom2		GRBOOM2
grenade/boom3		GRBOOM3
grenade/boom4		GRBOOM4

//INVENTORY
items/medipick		DIMEDIT
items/hstim_up		DIREGEN
items/hpack_up		DIHPACK
items/stimshot		DIREGIN
items/armorpickup   DIARCPIK
items/shardpickup   DISHARD
items/armorup		DIARMOUP
items/ammopack		AMBACKPK

//POWERUPS
powerup/overshield	POWSHLD
powerup/inmune		POWINVU
powerup/defense		POWDEFS
powerup/ultra		POWULTRA
powerup/allmap		POWAMAP



$RANDOM items/ammopickup {items/ammopik1 items/ammopik2}
items/ammopik1 DIAMMOP1
items/ammopik2 DIAMMOP2


//ENEMIES
// Basic Grunts
$random bgrunt/see {bg/s1 bg/s2 bg/s3 bg/s4 bg/s5 bg/s6 bg/s7 bg/s8}
bg/s1 BGRSEE1
bg/s2 BGRSEE2
bg/s3 BGRSEE3
bg/s4 BGRSEE4
bg/s5 BGRSEE5
bg/s6 BGRSEE6
bg/s7 BGRSEE7
bg/s8 BGRSEE8

$random bgrunt/active {bg/a1 bg/a2 bg/a3 bg/a4 bg/a5 bg/a6 bg/a7 bg/a8 bg/a9 bg/a10 bg/a11 bg/a12}
bg/a1 BGRACT1
bg/a2 BGRACT2
bg/a3 BGRACT3
bg/a4 BGRACT4
bg/a5 BGRACT5
bg/a6 BGRACT6
bg/a7 BGRACT7
bg/a8 BGRACT8
bg/a9 BGRACT9
bg/a10 BGRACT10
bg/a11 BGRACT11
bg/a12 BGRACT12

$random bgrunt/grenadetoss {bg/gt1 bg/gt2}
bg/gt1 BGRGRE1
bg/gt2 BGRGRE2

$random bgrunt/noammo {bg/na1 bg/na2 bg/na3 bg/na4}
bg/na1 BGRNAM1
bg/na2 BGRNAM2
bg/na3 BGRNAM3
bg/na4 BGRNAM4

$random bgrunt/pain {bg/p1 bg/p2 bg/p3 bg/p4 bg/p5}
bg/p1 BGRPAI1
bg/p2 BGRPAI2
bg/p3 BGRPAI3
bg/p4 BGRPAI4
bg/p5 BGRPAI5 

$random bgrunt/death {bg/d1 bg/d2 bg/d3 bg/d4 bg/d5 bg/d6}
bg/d1 BGRDTH1
bg/d2 BGRDTH2
bg/d3 BGRDTH3
bg/d4 BGRDTH4
bg/d5 BGRDTH5
bg/d6 BGRDTH6

//Heavy Grunts
$random hgrunt/see {hg/s1 hg/s2 hg/s3 hg/s4 hg/s5 hg/s6 hg/s7 hg/s8}
hg/s1 HGRSEE1
hg/s2 HGRSEE2
hg/s3 HGRSEE3
hg/s4 HGRSEE4
hg/s5 HGRSEE5
hg/s6 HGRSEE6
hg/s7 HGRSEE7
hg/s8 HGRSEE8

$random hgrunt/active {hg/a1 hg/a2 hg/a3 hg/a4 hg/a5 hg/a6 hg/a7 hg/a8 hg/a9 hg/a10 hg/a11 hg/a12}
hg/a1 HGRACT1
hg/a2 HGRACT2
hg/a3 HGRACT3
hg/a4 HGRACT4
hg/a5 HGRACT5
hg/a6 HGRACT6
hg/a7 HGRACT7
hg/a8 HGRACT8
hg/a9 HGRACT9
hg/a10 HGRACT10
hg/a11 HGRACT11
hg/a12 HGRACT12

$random hgrunt/grenadetoss {hg/gt1 hg/gt2 hg/gt3}
hg/gt1 HGRGRE1
hg/gt2 HGRGRE2
hg/gt3 HGRGRE3


$random hgrunt/noammo {hg/na1 hg/na2 hg/na3 hg/na4 hg/na5 hg/na6}
hg/na1 HGRNAM1
hg/na2 HGRNAM2
hg/na3 HGRNAM3
hg/na4 HGRNAM4
hg/na5 HGRNAM5
hg/na6 HGRNAM6

$random hgrunt/pain {hg/p1 hg/p2 hg/p3 hg/p4 hg/p5 hg/p6 hg/p7}
hg/p1 HGRPAI1
hg/p2 HGRPAI2
hg/p3 HGRPAI3
hg/p4 HGRPAI4
hg/p5 HGRPAI5
hg/p6 HGRPAI6
hg/p7 HGRPAI7  

$random hgrunt/death {hg/d1 hg/d2 hg/d3 hg/d4 hg/d5 hg/d6 hg/d7 hg/d8}
hg/d1 HGRDTH1
hg/d2 HGRDTH2
hg/d3 HGRDTH3
hg/d4 HGRDTH4
hg/d5 HGRDTH5
hg/d6 HGRDTH6
hg/d7 HGRDTH7
hg/d8 HGRDTH8 

hgrunt/shotgunreload HCSHOTR


// Kabro 
kabro/pain		KABPAIN
kabro/active	KABACTV
$random kabro/sight {kb/sig1 kb/sig2}
kb/sig1			KABSIGH1
kb/sig2			KABSIGH2
$random kabro/death {kb/dth1 kb/dth2}
kb/dth1			KABDETH1
kb/dth2			KABDETH2

//mauler
mauler/sight 	MASIGHT
mauler/lunge	MALUNGE



$random fireball/explode {fbal/expl1 fbal/expl2}
fbal/expl1		FBALEXP1
fbal/expl2		FBALEXP2

//Diabolist
monster/diasit dsdiasit
monster/diapai dsdiapai
monster/diadth dsdiadth
monster/diaact dsdiaact
weapons/firbfi dsfirbfi
weapons/firmfi dsfirmfi
weapons/firex4 dsfirex4
weapons/diasht dsdiasht
weapons/firex3 dsfirex3


//Unsorted
enemy/meleeswing	FMELSWIN
enemy/cacobit  		CACOBIT
$volume enemy/cacosonicwail 2.0
enemy/cacosonicwail	CACOWAIL

$random enemy/meleehit {enemy/mhit1 enemy/mhit2}
enemy/mhit1		FMELHIT1
enemy/mhit2		FMELHIT2

enemy/archnormfire		ARCHFIR1
$rolloff enemy/archsuperfire 600 1400
enemy/archsuperfire		ARCHFIR2

enemy/demsit 			dsdemsit
enemy/demdth 			dsdemdth
enemy/smastercannon		SPMCANF
$rolloff enemy/smastersupers 800 2400
enemy/smastersupers		SPMSSHOT
$rolloff enemy/cybcannonfire 800 1800
enemy/cybcannonfire		CYBCFIR

fireball/fire	FBALFIRE
fireball/loop	FBALLOOP

$random plasma/smallhit {pl/sh1 pl/sh2 pl/sh3}
pl/sh1	PLASMAI1
pl/sh2	PLASMAI2
pl/sh3	PLASMAI3

$rolloff plasma/bighit 600 1600
plasma/bighit		PLSMHIT
$rolloff plasma/bighit2 900 2000
plasma/bighit2		PLSMHIT2



////////////////////////////////
//PLAYER

$playeralias	msxplayer	male	*death		playerdeath
$playeralias	msxplayer	male	*xdeath		playerdeath
$playeralias	msxplayer	male	*gibbed		dsslop
$playeralias	msxplayer	male	*pain100	plyrpain100
$playeralias	msxplayer	male	*pain75		plyrpain75
$playeralias	msxplayer	male	*pain50		plyrpain50
$playeralias	msxplayer	male	*pain25		plyrpain25
$playersound	msxplayer	male	*grunt		PLOOF1 //plyroof
$playeralias	msxplayer	male	*land		plyrland
//$playersound	player	male	*jump		pljump
$playersound	msxplayer	male	*usefail	pnoway
$playersound	msxplayer	male	*falling	dpfall

player/normjump		PLJUMP
//$volume player/powerjump 2.0
player/powerjump	PLPWRJ

player/powerevade	PLPEVD


$random playerdeath { player/death1 player/death2 player/death3 player/death4}
player/death1 PDEATH1
player/death2 PDEATH2
player/death3 PDEATH3
player/death4 PDEATH4

$random plyrpain100 { player/p100a player/p100b }
player/p100a	P100PAA
player/p100b	P100PAB

$random plyrpain75 { player/p075a player/p075b }
player/p075a	P075PAA
player/p075b	P075PAB

$random plyrpain50 { player/p050a player/p050b }
player/p050a	P050PAA
player/p050b	P050PAB

$random plyrpain25 { player/p025a player/p025b }
player/p025a	P025PAA
player/p025b	P025PAB

$random plyrland {player/land1 player/land2 player/land3}
player/land1	PLAND1
player/land2	PLAND2
player/land3	PLAND3

$random plyroof {player/oof1 player/oof2 player/oof3}
player/oof1		PLOOF1
player/oof2		PLOOF2
player/oof3		PLOOF3

$musicvolume D_DM2TTL 2.2
$musicvolume KILLAMB 2

// FEMPLAYER //

$random femplayer/death{
	femplayer/death1 
	femplayer/death2 
	femplayer/death3}
femplayer/death1 FP_DEATH1
femplayer/death2 FP_DEATH2
femplayer/death3 FP_DEATH3

$random femplayer/pain{
	femplayer/pain1 
	femplayer/pain2
	femplayer/pain3 
	femplayer/pain4 
	femplayer/pain5 
	femplayer/pain6}
femplayer/pain1 FP_PAIN1
femplayer/pain2 FP_PAIN2
femplayer/pain3 FP_PAIN3
femplayer/pain4 FP_PAIN4
femplayer/pain5 FP_PAIN5
femplayer/pain6 FP_PAIN6

$random femplayer/grunt{
	femplayer/grunt1
	femplayer/grunt2
	femplayer/grunt3
	femplayer/grunt4
	femplayer/grunt5
	femplayer/grunt6
	femplayer/grunt7
	femplayer/grunt8
	femplayer/grunt9
	femplayer/grunt10
	femplayer/grunt11
	femplayer/grunt12
	femplayer/grunt13}
femplayer/grunt1 FP_GRUNT1
femplayer/grunt2 FP_GRUNT2
femplayer/grunt3 FP_GRUNT3
femplayer/grunt4 FP_GRUNT4
femplayer/grunt5 FP_GRUNT5
femplayer/grunt6 FP_GRUNT6
femplayer/grunt7 FP_GRUNT7
femplayer/grunt8 FP_GRUNT8
femplayer/grunt9 FP_GRUNT9
femplayer/grunt10 FP_GRUNT10
femplayer/grunt11 FP_GRUNT11
femplayer/grunt12 FP_GRUNT12
femplayer/grunt13 FP_GRUNT13

$random femplayer/nope{
	femplayer/nope1
	femplayer/nope2
	femplayer/grunt5}
femplayer/nope1 FP_USE1
femplayer/nope2 FP_USE2
femplayer/grunt5 FP_GRUNT5
femplayer/fall FP_FALL


$playeralias	msxplayer	female	*death		femplayer/death
$playeralias	msxplayer	female	*xdeath		femplayer/death
$playeralias	msxplayer	female	*gibbed		dsslop
$playeralias	msxplayer	female	*pain100	femplayer/pain
$playeralias	msxplayer	female	*pain75		femplayer/pain
$playeralias	msxplayer	female	*pain50		femplayer/pain
$playeralias	msxplayer	female	*pain25		femplayer/pain
$playeralias	msxplayer	female	*grunt		femplayer/grunt
$playeralias	msxplayer	female	*land		plyrland
//$playersound	player	male	*jump		pljump
$playeralias	msxplayer	female	*usefail	femplayer/nope
$playeralias	msxplayer	female	*falling	femplayer/fall



//////////////////////////////////////////////////
//SFX

//hud
sfx/hudshatter		FXGLASSB
sfx/beep1			FXBEEP1
sfx/beep2			FXBEEP2
sfx/beep3			FXBEEP3
sfx/beep4			FXBEEP4
sfx/shieldrecharge	SFULLRE
sfx/shieldhit		SHLDHIT
sfx/gameover		GAMOVS
sfx/null			NULLSND
sfx/heartbeat		FXHEART

sfx/sprintstart 	FXSPRNTS
sfx/sprintend   	FXSPRNTE
$volume sfx/shddamage 2.0
sfx/shddamage		FXSHDDMG

//collisions
$random sfx/hitwall {sfx/whit1 sfx/whit2 sfx/whit3}
sfx/whit1 MHITWAL0
sfx/whit2 MHITWAL1
sfx/whit3 MHITWAL2

$random sfx/punchwall {sfx/pwht1 sfx/pwht2 sfx/pwht3 sfx/pwht4}
sfx/pwht1 PHITWAL0
sfx/pwht2 PHITWAL1
sfx/pwht3 PHITWAL2
sfx/pwht4 PHITWAL3



$random sfx/fleshhit {sfx/fhit1 sfx/fhit2 sfx/fhit3 sfx/fhit4}
sfx/fhit1	MELEHIT1
sfx/fhit2	MELEHIT2
sfx/fhit3	MELEHIT3
sfx/fhit4	MELEHIT4

sfx/meleeswing	MELESWIN

sfx/powphit5  PWMHIT5
sfx/powphit4  PWMHIT4
sfx/powphit3  PWMHIT3
sfx/powphit2  PWMHIT2


$random sfx/cannonhit {sfx/chit1 sfx/chit2} 
sfx/chit1 DXCANIM1
sfx/chit2 DXCANIM2


$random sfx/bulletric {sfx/ric1 sfx/ric2 sfx/ric2 sfx/ric3 sfx/ric4 sfx/ric5 sfx/ric6 sfx/ric7 sfx/ric8
sfx/ric9 sfx/ric10}

sfx/ric1	brico01
sfx/ric2	brico02
sfx/ric3	brico03
sfx/ric4	brico04
sfx/ric5	brico05
sfx/ric6	brico06
sfx/ric7	brico07
sfx/ric8	brico08
sfx/ric9	brico09
sfx/ric10	brico10

$random sfx/nailric {sfx/nric1 sfx/nric2 sfx/nric3 sfx/nric4}
sfx/nric1	nlrico1
sfx/nric2	nlrico2
sfx/nric3 	nlrico3
sfx/nric4	nlrico4

$volume sfx/cannonblast 5.0
$rolloff sfx/cannonblast 450 1450
sfx/cannonblast SLGBOOM

$rolloff sfx/powshockblast 800 2000
$volume sfx/powshockblast 3.0
sfx/powshockblast CRPBLST

$rolloff sfx/normshockblast 400 1200
$volume sfx/normshockblast 2.0
sfx/normshockblast CRNBLST

 
sfx/bfballexplo  BFBALEXP
sfx/psmallexplo	 PSMEXP

//other
$rolloff sfx/sboom 800 1800
$random sfx/sboom1 {sfx/bm1 sfx/bm2 sfx/bm3}
sfx/bm1		STBOOM1
sfx/bm2		STBOOM2
sfx/bm3		STBOOM3

sfx/barrelboom ODBAREXP
sfx/explosion1 DSSHLEXP
sfx/explosion2 DSCLSEXP

//blood and gore
$random blood/impact 	{bflesh/hit1 bflesh/hit2 bflesh/hit3 bflesh/hit4 bflesh/hit5 bflesh/hit6
bflesh/hit7 bflesh/hit8 bflesh/hit9 bflesh/hit10 bflesh/hit11 bflesh/hit12 bflesh/hit13 bflesh/hit4
bflesh/hit15 bflesh/hit16 bflesh/hit17}

bflesh/hit1		bfhit01
bflesh/hit2		bfhit02
bflesh/hit3		bfhit03
bflesh/hit4		bfhit04
bflesh/hit5		bfhit05
bflesh/hit6		bfhit06
bflesh/hit7		bfhit07
bflesh/hit8		bfhit08
bflesh/hit9		bfhit09
bflesh/hit10	bfhit10
bflesh/hit11	bfhit11
bflesh/hit12	bfhit12
bflesh/hit13	bfhit13
bflesh/hit14	bfhit14
bflesh/hit15	bfhit15
bflesh/hit16	bfhit16
bflesh/hit17	bfhit17

////
$random blood/splat {gib/splt1 gib/splt2 gib/splt3 gib/splt4 gib/splt5 gib/splt6 gib/splt7 gib/splt8
gib/splt9 gib/splt10}

gib/splt1	gibspt1
gib/splt2	gibspt2
gib/splt3	gibspt3
gib/splt4	gibspt4
gib/splt5	gibspt5
gib/splt6	gibspt6
gib/splt7	gibspt7
gib/splt8	gibspt8
gib/splt9	gibspt9
gib/splt10	gibspt10

////
$random blood/drip {bl/drip1 bl/drip2 bl/drip3 bl/drip4 bl/drip5 bl/drip5 bl/drip6 bl/drip7 bl/drip8
bl/drip9 bl/drip10}

bl/drip1	bdrip1
bl/drip2	bdrip2
bl/drip3	bdrip3
bl/drip4	bdrip4
bl/drip5	bdrip5
bl/drip6	bdrip6
bl/drip7	bdrip7
bl/drip8	bdrip8
bl/drip9	bdrip9
bl/drip10	bdrip10

//
$random gr/tear {gr/tr1 gr/tr2}
gr/tr1 gibtear1 
gr/tr2 gibtear2 

//
$random gore/explode {gr/explo1 gr/explo2 gr/explo3}
gr/explo1	gibexpl1
gr/explo2	gibexpl2
gr/explo3	gibexpl3

//menus
menu/activate		MSXMACT   
menu/backup			MSXMDIS       
menu/prompt			MSXMACT	     
menu/cursor			MSXMCRSR		
menu/change			MSXMCHNG	
menu/invalid		MSXMERR		
menu/dismiss		MSXMDIS	  
menu/choose			MSXMCHSE	
menu/clear			MSXMDIS 	

misc/k_pkup 		KEYPICK