*
*
*	BGM f[^Xg
*
*
*
*	E'*'Ŏn܂s̓}[NłB
*
*	E'$','0x','0X' Ŏn܂鐔 16 i\܂B
*
*	Et@CӏŎw肳ĂĂAt@Cǂݍ݂̍Ă
*	@œK܂B
*
*
*	 
*	-----------------------------------------------------------------------
*	No.$xxxx : TYPE = xxxx , VOLUME = xxxx% , RATE = xxxx% , PR = xxxx , FILE = <xxxx>
*	     		   		   		  	       	      
*	     @		   A		   B		  C	       D	      E
*
*		@ = f[^io[i0x01 ` 0xFFj
*
*		A = f[^t@Č`
*			0 = *.TSS
*			1 = *.MOD *.XMi MOD t[`gpj
*			2 = *.MOD *.XM *.S3M *.ITiv MPPSDK.DLLj
*			3 = *.MDXiv MXDRV.DLL & X68SOUND.DLLj
*			4 = *.PCMiX68K PCM t@C݊j
*			5 = *.WAViWindows x^`j
*			6 = *.MDC
*
*		B = ʁi100 ŁA{j
*
*		C = Đxi100 ŁA{j
*
*		D = ĐDx
*
*		E = t@C
*	-----------------------------------------------------------------------
*	PDX_FILE = <xxxx>
*		     
*		     @
*
*		@ = t@C
*	-----------------------------------------------------------------------


*---------------------[ PDX t@C ]---------------------
* Sf[^ʁiKvłȂ΁ARgAEg邱Ɓj
*	PDX_FILE = <BGM_DAT/LOSER_MDX/


*---------------------[ afl ]---------------------
* N
*	No.$00 : TYPE = 3 , VOLUME = 150% , RATE = 100% , PR = 1 , FILE = <BGM_DAT/LOSER_MDX/

* GAME START
*	No.$01 : TYPE = 3 , VOLUME = 150% , RATE = 100% , PR = 1 , FILE = <BGM_DAT/LOSER_MDX/

* CONTINUE
*	No.$02 : TYPE = 3 , VOLUME = 150% , RATE = 100% , PR = 1 , FILE = <BGM_DAT/LOSER_MDX/

* GAME OVER
	No.$03 : TYPE = 3 , VOLUME = 150% , RATE = 100% , PR = 1 , FILE = <BGM_DAT/LOSER_MDX/SZ2_TMP.MDX>

* l[́iPʁj
	No.$04 : TYPE = 3 , VOLUME = 150% , RATE = 100% , PR = 1 , FILE = <BGM_DAT/LOSER_MDX/SZ2_NM.MDX>

* l[́iQʁj
	No.$05 : TYPE = 3 , VOLUME = 150% , RATE = 100% , PR = 1 , FILE = <BGM_DAT/LOSER_MDX/SZ2_NM.MDX>

* l[́iRʁj
	No.$06 : TYPE = 3 , VOLUME = 150% , RATE = 100% , PR = 1 , FILE = <BGM_DAT/LOSER_MDX/SZ2_NM.MDX>

* l[́iSʈȍ~j
	No.$07 : TYPE = 3 , VOLUME = 150% , RATE = 100% , PR = 1 , FILE = <BGM_DAT/LOSER_MDX/SZ2_NM.MDX>


*---------------------[ Cafl ]---------------------
* TITLE
*	No.$10 : TYPE = 3 , VOLUME = 150% , RATE = 100% , PR = 1 , FILE = <BGM_DAT/LOSER_MDX/

* P
	No.$11 : TYPE = 3 , VOLUME = 150% , RATE = 100% , PR = 1 , FILE = <BGM_DAT/LOSER_MDX/SZ2_S1.MDX>

* Q
	No.$12 : TYPE = 3 , VOLUME = 150% , RATE = 100% , PR = 1 , FILE = <BGM_DAT/LOSER_MDX/SZ2_S2.MDX>

* R
	No.$13 : TYPE = 3 , VOLUME = 150% , RATE = 100% , PR = 1 , FILE = <BGM_DAT/LOSER_MDX/SZ2_S3.MDX>

* S
	No.$14 : TYPE = 3 , VOLUME = 150% , RATE = 100% , PR = 1 , FILE = <BGM_DAT/LOSER_MDX/SZ2_S4.MDX>

* T
	No.$15 : TYPE = 3 , VOLUME = 150% , RATE = 100% , PR = 1 , FILE = <BGM_DAT/LOSER_MDX/SZ2_S6.MDX>

* U
	No.$16 : TYPE = 3 , VOLUME = 150% , RATE = 100% , PR = 1 , FILE = <BGM_DAT/LOSER_MDX/SZ2_S5.MDX>

* VʁiOʁj
	No.$17 : TYPE = 3 , VOLUME = 150% , RATE = 100% , PR = 1 , FILE = <BGM_DAT/LOSER_MDX/SZ2_S0.MDX>

* TEST
	No.$1F : TYPE = 3 , VOLUME = 150% , RATE = 100% , PR = 1 , FILE = <BGM_DAT/LOSER_MDX/SZ2_S5.MDX>


*---------------------[ {Xafl ]---------------------
* {X
	No.$20 : TYPE = 3 , VOLUME = 150% , RATE = 100% , PR = 1 , FILE = <BGM_DAT/LOSER_MDX/SZ2_B3.MDX>

* Pʃ{X
	No.$21 : TYPE = 3 , VOLUME = 150% , RATE = 100% , PR = 1 , FILE = <BGM_DAT/LOSER_MDX/SZ2_B1.MDX>

* Qʃ{X
	No.$22 : TYPE = 3 , VOLUME = 150% , RATE = 100% , PR = 1 , FILE = <BGM_DAT/LOSER_MDX/SZ2_B1.MDX>

* Rʃ{X
	No.$23 : TYPE = 3 , VOLUME = 150% , RATE = 100% , PR = 1 , FILE = <BGM_DAT/LOSER_MDX/SZ2_B1.MDX>

* Sʃ{X
	No.$24 : TYPE = 3 , VOLUME = 150% , RATE = 100% , PR = 1 , FILE = <BGM_DAT/LOSER_MDX/SZ2_B1.MDX>

* Tʃ{X
	No.$25 : TYPE = 3 , VOLUME = 150% , RATE = 100% , PR = 1 , FILE = <BGM_DAT/LOSER_MDX/SZ2_B1.MDX>

* Uʃ{X
	No.$26 : TYPE = 3 , VOLUME = 150% , RATE = 100% , PR = 1 , FILE = <BGM_DAT/LOSER_MDX/SZ2_B2.MDX>

* VʁiOʁj{X
	No.$27 : TYPE = 3 , VOLUME = 150% , RATE = 100% , PR = 1 , FILE = <BGM_DAT/LOSER_MDX/SZ2_B2.MDX>


