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Finding Nemo: Escape to the Big Blue

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Title Screen

Finding Nemo: Escape to the Big Blue

Developer: Altron
Publisher: THQ
Platform: Nintendo DS
Released in JP: June 29, 2006
Released in US: February 9, 2006
Released in EU: March 17, 2006


DevTextIcon.png This game has hidden development-related text.
TextIcon.png This game has unused text.


Finding Nemo: Escape to the Big Blue is an action-adventure game based on the popular Disney-Pixar movie Finding Nemo, continuing the story where the movie ended. It got an improved remaster for the Nintendo 3DS, called Finding Nemo: Escape to the Big Blue Special Edition.

Unused Text

Tak Leftovers

A few leftovers of Tak: The Great Juju Challenge (Nintendo DS) can be found at offset 0x7381C:

Tak:
Lok:
Flora:
Fauna:
Belly Juju:
Belly Head:
Caged Juju:

Fairly OddParents Leftovers

In the folder sq, several files can be found with scripts unused in the final game. These are likely leftovers from a Fairly OddParents game, which were also published by THQ.

Present in file fop_demo_first.nbsq:

For most people home is wherethe heart is for us it is wherethe Fluffy pink clouds are.
Don't worry hun'one good wish should fix it.

Present in file test_1.nbsq:

Hi.
My name is Timmy.Fairy Odd Parents 3 !!

Present in file test_edit.nbsq:

My name is timmy.I'm fine thank you !!--- Fairy Odd Parents 3 !! 
IS NITRO EMULATORSYSTEM1 SYSTEM2 POWER
Press A Button is Jump.
Press B Button is Attack.
Press L Button & R Button ismove camera.
Press X Button is center camera.
Fairy Odd Parents 4 !!Test word 2. Italian.
My name is Timmy Tarner. I'm fine thank you !! Italian.... Fairy Odd Parents 3.55 !! …

Present in file Wish.nbsq:

Fairys... Do your stuff! 
I wish to be a pirate!!

Sound Define

There are several internal sound test files, named baggytest.nbsa, Test.nbsa, and test051101. Like many other Altron developed games, there is an internal sound constant definition file:

/* _/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
|
|	SoundDefine.nbsd
|		SOUND EDITOR読み込み対応SOUND定数定義ファイル
+ -----------------------------------------------------------------------------------------
|	<注意事項>
|	1 <----> ←タグで囲んであるコメントは消さないでください、TOOLが動作しません
|	2 コメント /*  には対応していません定義時のコメントは // を使ってください
|	3 あんまりひねくれたことしないでください
|	</注意事項>
+ _/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/ */

//<WAVE>

// ----------- WAVE DEFINE --------------
// 効果音
#define	WAVE_0		0	//	カーソル移動
#define	WAVE_1		1	//	スタート、決定	
#define	WAVE_2		2	//	ポーズ	
#define	WAVE_3		3	//	敵に触れた時、ダメージ	
#define	WAVE_4		4	//	プレイヤー移動1、水上走行	buggy水上走行はプログラムでループさせる
#define	WAVE_5		5	//	プレイヤー移動2	
#define	WAVE_6		6	//	着水、敵に触れた時	
#define	WAVE_7		7	//	ライフが無くなった時	
#define	WAVE_8		8	//	プレイヤー復活音	
#define	WAVE_9		9	//	アイテム取得1	
#define	WAVE_10		10	/アイテム取得2	ライフ回復兼用
#define	WAVE_11		11	/アイテム取得3	
#define	WAVE_12		12	/障害物に当たる、壁にあたる	
#define	WAVE_13		13	/障害物を壊す、土塊を壊す、壁破壊	
#define	WAVE_14		14	/泡の出る音、泡 小 単発	
#define	WAVE_15		15	/泡を割る音、泡 小 単発	
#define	WAVE_16		16	/泡を正しく割った時の成功音、ライフアップ取得、成功	
#define	WAVE_17		17	/ミスした時の音、キャンセル、ミス	
#define	WAVE_18		18	/水中環境音  泡 中	
#define	WAVE_19		19	/水中環境音  泡  大	
#define	WAVE_20		20	/水中環境音  泡連続 普通	(Loop)
#define	WAVE_21		21	/水中環境音  泡連続 速い	(Loop)
#define	WAVE_22		22	/水中環境音 流れ 静か		(Loop)
#define	WAVE_23		23	/水中環境音 流れ やや速め	(Loop)
#define	WAVE_24		24	/水中環境音 流れ 速め		(Loop) 
#define	WAVE_25		25	/石を投げる、穴に落ちる	
#define	WAVE_26		26	/スイング、物を飛ばす	
#define	WAVE_27		27	/スイングヒット(真珠を打つ)	
#define	WAVE_28		28	/的ヒット、車にひかれる、着地	Buggy 着地兼用
#define	WAVE_29		29	/ミッションクリア、ボーナス	
#define	WAVE_30		30	/ジャンプ	
#define	WAVE_31		31	/大ジャンプ	
#define	WAVE_32		32	/加速エフェクト	
#define	WAVE_33		33	/エネルギーを溜める		(Loop)
#define	WAVE_34		34	/環境音(車の走る音)	(Loop)
#define	WAVE_35		35	/水の噴出	(Loop)
#define	WAVE_36		36	/ダート走行、引きずり音	Buggy土走行音はプログラムでループさせる
#define	WAVE_37		37	/走行音(草)	プログラムでループさせる。
#define	WAVE_38		38	/鮫通過音	
#define	WAVE_39		39	/牙(バラクーダ噛み付き音)	
#define	WAVE_40		40	/カモメの鳴き声(少)	(Loop)
#define	WAVE_41		41	/くらげ接触	
#define	WAVE_42		42	/エアホッケー威力大玉返し音	
#define	WAVE_43		43	/エアホッケー壁当たり音、タコ叩く兼用	
#define	WAVE_44		44	/シューティング弾当たり音	
#define	WAVE_45		45	/ふぐ膨れる	
#define	WAVE_46		46	/ふぐ縮む	
#define	WAVE_47		47	/はさみを鳴らす	
#define	WAVE_48		48	/羽ばたき	動きにあわせて何回か叩いてみて
#define	WAVE_49		49	/箱の開く音	
#define	WAVE_50		50	/衝突音(成功)	
#define	WAVE_51		51	/衝突音(失敗)	
#define	WAVE_52		52	/歓声	(Loop)
#define	WAVE_53		53	/クッション音	
#define	WAVE_54		54	/Save Flo!アイテム取得音	(旧)ピンを倒す	
#define	WAVE_55		55	/ゲージの増減	
#define	WAVE_56		56	/ふぐ移動音	
#define	WAVE_57		57	/物を切る	
#define	WAVE_58		58	/爆発音(小)、爆発音(大)	爆発音(中)は2回鳴らす。爆発音(大)は、3回鳴らす
#define	WAVE_59		59	/カモメの鳴き声(単発)	
#define	WAVE_60		60	/ボーナス	
#define	WAVE_61		61	/ラインを引く	
#define	WAVE_62		62	/水を掻く	
#define	WAVE_63		63	/ラインを引く	
#define	WAVE_64		64	/水を掻く	
#define	WAVE_65		65	/Miss音	
#define	WAVE_66		66	/音階 Bb(Low)	
#define	WAVE_67		67	/音階 C	
#define	WAVE_68		68	/音階 D	
#define	WAVE_69		69	/音階 Eb	
#define	WAVE_70		70	/音階 F	
#define	WAVE_71		71	/音階 G	
#define	WAVE_72		72	/音階 Ab	
#define	WAVE_73		73	/音階 Bb(High)	
#define	WAVE_74		74	/カモメ音階 Bb(Low)	
#define	WAVE_75		75	/カモメ音階 C	
#define	WAVE_76		76	/カモメ音階 D	
#define	WAVE_77		77	/カモメ音階 Eb	
#define	WAVE_78		78	/カモメ音階 F	
#define	WAVE_79		79	/カモメ音階 G	
#define	WAVE_80		80	/カモメ音階 Ab	
#define	WAVE_81		81	/カモメ音階 Bb(High)	
#define	WAVE_82		82	/環境音(海底)	
#define	WAVE_83		83	/環境音(海鳴り)
#define	WAVE_84		84	/空気音
#define	WAVE_85		85	/エリアチェンジ、ゴール
#define	WAVE_86		86	/エリアチェンジ、スタート
#define	WAVE_87		87	/カモメ音階 E
#define	WAVE_88		88	/カモメ音階 A(High)
#define	WAVE_89		89	/カモメ音階 B(Low)
#define	WAVE_90		90	/カモメ音階 G(Low)
#define	WAVE_91		91	/カモメ音階 Db
#define	WAVE_92		92	/カモメ音階 C(High)
#define	WAVE_93		93	/カモメ音階 D(High)
#define	WAVE_94		94	/カモメ音階 E(High)
#define	WAVE_95		95	/カモメ音階 F(High)
#define	WAVE_96		96	/カモメ音階 A(Low)


// BGM
#define	WAVE_201		201	// GAME BGM

//</WAVE>

//<BANK>

// ----------- BANK DEFINE -------------- 
// 効果音
#define	BANK_0		0	//	カーソル移動
#define	BANK_1		1	//	スタート、決定	
#define	BANK_2		2	//	ポーズ	
#define	BANK_3		3	//	敵に触れた時、ダメージ	
#define	BANK_4		4	//	プレイヤー移動1、水上走行	buggy水上走行はプログラムでループさせる
#define	BANK_5		5	//	プレイヤー移動2	
#define	BANK_6		6	//	着水、敵に触れた時	
#define	BANK_7		7	//	ライフが無くなった時	
#define	BANK_8		8	//	プレイヤー復活音	
#define	BANK_9		9	//	アイテム取得1	
#define	BANK_10		10	/アイテム取得2	ライフ回復兼用
#define	BANK_11		11	/アイテム取得3	
#define	BANK_12		12	/障害物に当たる、壁にあたる	
#define	BANK_13		13	/障害物を壊す、土塊を壊す、壁破壊	
#define	BANK_14		14	/泡の出る音、泡 小 単発	
#define	BANK_15		15	/泡を割る音、泡 小 単発	
#define	BANK_16		16	/泡を正しく割った時の成功音、ライフアップ取得、成功	
#define	BANK_17		17	/ミスした時の音、キャンセル、ミス	
#define	BANK_18		18	/水中環境音  泡 中	
#define	BANK_19		19	/水中環境音  泡  大	
#define	BANK_20		20	/水中環境音  泡連続 普通	(Loop)
#define	BANK_21		21	/水中環境音  泡連続 速い	(Loop)
#define	BANK_22		22	/水中環境音 流れ 静か	(Loop)
#define	BANK_23		23	/水中環境音 流れ やや速め	(Loop)
#define	BANK_24		24	/水中環境音 流れ 速め	(Loop) 
#define	BANK_25		25	/石を投げる、穴に落ちる	
#define	BANK_26		26	/スイング、物を飛ばす	
#define	BANK_27		27	/スイングヒット(真珠を打つ)	
#define	BANK_28		28	/的ヒット、車にひかれる、着地	Buggy 着地兼用
#define	BANK_29		29	/ミッションクリア、ボーナス	
#define	BANK_30		30	/ジャンプ	
#define	BANK_31		31	/大ジャンプ	
#define	BANK_32		32	/加速エフェクト	
#define	BANK_33		33	/エネルギーを溜める	(Loop)
#define	BANK_34		34	/環境音(車の走る音)	(Loop)
#define	BANK_35		35	/水の噴出	(Loop)
#define	BANK_36		36	/ダート走行、引きずり音	Buggy土走行音はプログラムでループさせる
#define	BANK_37		37	/走行音(草)	プログラムでループさせる。
#define	BANK_38		38	/鮫通過音	
#define	BANK_39		39	/牙(バラクーダ噛み付き音)	
#define	BANK_40		40	/カモメの鳴き声(少)	(Loop)
#define	BANK_41		41	/くらげ接触	
#define	BANK_42		42	/エアホッケー威力大玉返し音	
#define	BANK_43		43	/エアホッケー壁当たり音、タコ叩く兼用	
#define	BANK_44		44	/シューティング弾当たり音	
#define	BANK_45		45	/ふぐ膨れる	
#define	BANK_46		46	/ふぐ縮む	
#define	BANK_47		47	/はさみを鳴らす	
#define	BANK_48		48	/羽ばたき	動きにあわせて何回か叩いてみて
#define	BANK_49		49	/箱の開く音	
#define	BANK_50		50	/衝突音(成功)	
#define	BANK_51		51	/衝突音(失敗)	
#define	BANK_52		52	/歓声	(Loop)
#define	BANK_53		53	/クッション音	
#define	BANK_54		54	/ピンを倒す	
#define	BANK_55		55	/ゲージの増減	
#define	BANK_56		56	/ふぐ移動音	
#define	BANK_57		57	/物を切る	
#define	BANK_58		58	/爆発音(小)、爆発音(大)	爆発音(中)は2回鳴らす。爆発音(大)は、3回鳴らす
#define	BANK_59		59	/カモメの鳴き声(単発)	
#define	BANK_60		60	/ボーナス	
#define	BANK_61		61	/ラインを引く	
#define	BANK_62		62	/水を掻く	
#define	BANK_63		63	/ラインを引く	
#define	BANK_64		64	/水を掻く	
#define	BANK_65		65	/Miss音	
#define	BANK_66		66	/音階 Bb(Low)	
#define	BANK_67		67	/音階 C	
#define	BANK_68		68	/音階 D	
#define	BANK_69		69	/音階 Eb	
#define	BANK_70		70	/音階 F	
#define	BANK_71		71	/音階 G	
#define	BANK_72		72	/音階 Ab	
#define	BANK_73		73	/音階 Bb(High)	
#define	BANK_74		74	/カモメ音階 Bb(Low)	
#define	BANK_75		75	/カモメ音階 C	
#define	BANK_76		76	/カモメ音階 D	
#define	BANK_77		77	/カモメ音階 Eb	
#define	BANK_78		78	/カモメ音階 F	
#define	BANK_79		79	/カモメ音階 G	
#define	BANK_80		80	/カモメ音階 Ab	
#define	BANK_81		81	/カモメ音階 Bb(High)	
#define	BANK_82		82	/環境音(海底)	
#define	BANK_83		83	/環境音(海鳴り)
#define	BANK_84		84	/空気音
#define	BANK_85		85	/エリアチェンジ、ゴール
#define	BANK_86		86	/エリアチェンジ、スタート
#define	BANK_87		87	/カモメ音階 E
#define	BANK_88		88	/カモメ音階 A(High)
#define	BANK_89		89	/カモメ音階 B(Low)
#define	BANK_90		90	/カモメ音階 G(Low)
#define	BANK_91		91	/カモメ音階 Db
#define	BANK_92		92	/カモメ音階 C(High)
#define	BANK_93		93	/カモメ音階 D(High)
#define	BANK_94		94	/カモメ音階 E(High)
#define	BANK_95		95	/カモメ音階 F(High)
#define	BANK_96		96	/カモメ音階 A(Low)

// BGM
#define	BANK_201		201	// GAME BGM

//</BANK>

//<SEQ>

/* ----------- SEQ DEFINE -------------- */
// 効果音
#define	SEQ_0			0	//	カーソル移動
#define	SEQ_1			1	//	スタート、決定	
#define	SEQ_2			2	//	ポーズ	
#define	SEQ_3			3	//	敵に触れた時、ダメージ	
#define	SEQ_4			4	//	プレイヤー移動1、水上走行	buggy水上走行はプログラムでループさせる
#define	SEQ_5			5	//	プレイヤー移動2	
#define	SEQ_6			6	//	着水、敵に触れた時	
#define	SEQ_7			7	//	ライフが無くなった時	
#define	SEQ_8			8	//	プレイヤー復活音	
#define	SEQ_9			9	//	アイテム取得1	
#define	SEQ_10		10	/アイテム取得2	ライフ回復兼用
#define	SEQ_11		11	/アイテム取得3	
#define	SEQ_12		12	/障害物に当たる、壁にあたる	
#define	SEQ_13		13	/障害物を壊す、土塊を壊す、壁破壊	
#define	SEQ_14		14	/泡の出る音、泡 小 単発	
#define	SEQ_15		15	/泡を割る音、泡 小 単発	
#define	SEQ_16		16	/泡を正しく割った時の成功音、ライフアップ取得、成功	
#define	SEQ_17		17	/ミスした時の音、キャンセル、ミス	
#define	SEQ_18		18	/水中環境音  泡 中	
#define	SEQ_19		19	/水中環境音  泡  大	
#define	SEQ_20		20	/水中環境音  泡連続 普通	(Loop)
#define	SEQ_21		21	/水中環境音  泡連続 速い	(Loop)
#define	SEQ_22		22	/水中環境音 流れ 静か	(Loop)
#define	SEQ_23		23	/水中環境音 流れ やや速め	(Loop)
#define	SEQ_24		24	/水中環境音 流れ 速め	(Loop) 
#define	SEQ_25		25	/石を投げる、穴に落ちる	
#define	SEQ_26		26	/スイング、物を飛ばす	
#define	SEQ_27		27	/スイングヒット(真珠を打つ)	
#define	SEQ_28		28	/的ヒット、車にひかれる、着地	Buggy 着地兼用
#define	SEQ_29		29	/ミッションクリア、ボーナス	
#define	SEQ_30		30	/ジャンプ	
#define	SEQ_31		31	/大ジャンプ	
#define	SEQ_32		32	/加速エフェクト	
#define	SEQ_33		33	/エネルギーを溜める	(Loop)
#define	SEQ_34		34	/環境音(車の走る音)	(Loop)
#define	SEQ_35		35	/水の噴出	(Loop)
#define	SEQ_36		36	/ダート走行、引きずり音	Buggy土走行音はプログラムでループさせる
#define	SEQ_37		37	/走行音(草)	プログラムでループさせる。
#define	SEQ_38		38	/鮫通過音	
#define	SEQ_39		39	/牙(バラクーダ噛み付き音)	
#define	SEQ_40		40	/カモメの鳴き声(少)	(Loop)
#define	SEQ_41		41	/くらげ接触	
#define	SEQ_42		42	/エアホッケー威力大玉返し音	
#define	SEQ_43		43	/エアホッケー壁当たり音、タコ叩く兼用	
#define	SEQ_44		44	/シューティング弾当たり音	
#define	SEQ_45		45	/ふぐ膨れる	
#define	SEQ_46		46	/ふぐ縮む	
#define	SEQ_47		47	/はさみを鳴らす	
#define	SEQ_48		48	/羽ばたき	動きにあわせて何回か叩いてみて
#define	SEQ_49		49	/箱の開く音	
#define	SEQ_50		50	/衝突音(成功)	
#define	SEQ_51		51	/衝突音(失敗)	
#define	SEQ_52		52	/歓声	(Loop)
#define	SEQ_53		53	/クッション音	
#define	SEQ_54		54	/ピンを倒す	
#define	SEQ_55		55	/ゲージの増減	
#define	SEQ_56		56	/ふぐ移動音	
#define	SEQ_57		57	/物を切る	
#define	SEQ_58		58	/爆発音(小)、爆発音(大)	爆発音(中)は2回鳴らす。爆発音(大)は、3回鳴らす
#define	SEQ_59		59	/カモメの鳴き声(単発)	
#define	SEQ_60		60	/ボーナス	
#define	SEQ_61		61	/ラインを引く	
#define	SEQ_62		62	/水を掻く	
#define	SEQ_63		63	/ラインを引く	
#define	SEQ_64		64	/水を掻く	
#define	SEQ_65		65	/Miss音	
#define	SEQ_66		66	/音階 Bb(Low)	
#define	SEQ_67		67	/音階 C	
#define	SEQ_68		68	/音階 D	
#define	SEQ_69		69	/音階 Eb	
#define	SEQ_70		70	/音階 F	
#define	SEQ_71		71	/音階 G	
#define	SEQ_72		72	/音階 Ab	
#define	SEQ_73		73	/音階 Bb(High)	
#define	SEQ_74		74	/カモメ音階 Bb(Low)	
#define	SEQ_75		75	/カモメ音階 C	
#define	SEQ_76		76	/カモメ音階 D	
#define	SEQ_77		77	/カモメ音階 Eb	
#define	SEQ_78		78	/カモメ音階 F	
#define	SEQ_79		79	/カモメ音階 G	
#define	SEQ_80		80	/カモメ音階 Ab	
#define	SEQ_81		81	/カモメ音階 Bb(High)	
#define	SEQ_82		82	/環境音(海底)	
#define	SEQ_83		83	/環境音(海鳴り)
#define	SEQ_84		84	/空気音
#define	SEQ_85		85	/エリアチェンジ、ゴール
#define	SEQ_86		86	/エリアチェンジ、スタート
#define	SEQ_87		87	/カモメ音階 E
#define	SEQ_88		88	/カモメ音階 A(High)
#define	SEQ_89		89	/カモメ音階 B(Low)
#define	SEQ_90		90	/カモメ音階 G(Low)
#define	SEQ_91		91	/カモメ音階 Db
#define	SEQ_92		92	/カモメ音階 C(High)
#define	SEQ_93		93	/カモメ音階 D(High)
#define	SEQ_94		94	/カモメ音階 E(High)
#define	SEQ_95		95	/カモメ音階 F(High)
#define	SEQ_96		96	/カモメ音階 A(Low)

// BGM
#define	SEQ_201		201	// Title	
#define	SEQ_202		202	// World Map	
#define	SEQ_203		203	// Main Menu	
#define	SEQ_204		204	// Sub Menu	
#define	SEQ_205		205	// Game Over	
#define	SEQ_206		206	// Game Clear	
#define	SEQ_207		207	// Mini game 01		Buggy mode
#define	SEQ_208		208	// Mini game 02		Nigel	*
#define	SEQ_209		209	// Mini game 03		お絵かき	*
#define	SEQ_210		210	// Mini game 04		Peach	*
#define	SEQ_211		211	// Mini game 05		大ジャンプ	*
#define	SEQ_212		212	// Mini game 06		潜水艦から脱出	*
#define	SEQ_213		213	// Mini game 07		バレーボール	
#define	SEQ_214		214	// Mini game 08		水雷をとめろ	*
#define	SEQ_215		215	// Mini game 09		歯医者	*
#define	SEQ_216		216	// Mini game 10		ロープで救出	(旧)絵合わせ	*
#define	SEQ_217		217	// Mini game 11		ブロートを弾く	(旧)記憶ゲーム	*
#define	SEQ_218		218	// Mini game 12		危険なウニ地帯	*
#define	SEQ_219		219	// Mini game 13		タコ叩き	*
#define	SEQ_220		220	// Mini game 14		泡割り	
#define	SEQ_221		221	// Mini game 15		リングくぐり	*
#define	SEQ_222		222	// Mini game 16		かくれんぼ	****
#define	SEQ_223		223	// Mini game 17		ダンスゲーム	*
#define	SEQ_224		224	// Mini game 18		流れから脱出	(旧)目印探し	*
#define	SEQ_225		225	// Mini game 19		トンネル	*
#define	SEQ_226		226	// Mini game 20		Floを助けろ	*
#define	SEQ_227		227	// Mini game 21		海溝渡り	*
#define	SEQ_228		228	// Mini game 22		くらげバウンド	*
#define	SEQ_229		229	// Mini game 23		Nemoパズル		(旧)ボーリング	*
#define	SEQ_230		230	// Mini game 24		真珠入れ	
#define	SEQ_231		231	// Mini game 25		エアホッケー	
#define	SEQ_232		232	// Mini game 26		通信用1	*
#define	SEQ_233		233	// Interactive reef用		*
#define	SEQ_234		234	// Opening	*
#define	SEQ_235		235	// 演出1	*
#define	SEQ_236		236	// 演出2	*
#define	SEQ_237		237	// Ending	*
#define	SEQ_238		238	// Credits	*
#define	SEQ_239		239	// Music Game Karaoke	*
#define	SEQ_240		240	// Mini game 26		通信用2	*
#define	SEQ_241		241	// 演出3	
#define	SEQ_242		242	// 演出4	
#define	SEQ_243		243	// 演出5	
#define	SEQ_244		244	// 	
#define	SEQ_245		245	// 	
#define	SEQ_246		246	// 	

//</SEQ>

//<END>

A translation follows below.

/* _/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
|
|   	SoundDefine.nbsd
|       		SOUND constant definition file for SOUND EDITOR compatibility
+ -----------------------------------------------------------------------------------------
|   	<Notes>
|   	1 <---->  ← Do not delete comments enclosed in these tags; the TOOL will not work.
|   	2 Comments /* are not supported; use // for comments instead.
|   	3 Please don't do anything overly unconventional.
|   	</Notes>
+ _/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/ */
//<WAVE>

// ----------- WAVE DEFINE --------------
// Sound effects
#define   WAVE_0       0   // Cursor movement
#define   WAVE_1       1   // Start, select
#define   WAVE_2       2   // Pause
#define   WAVE_3       3   // Damage when touching enemy
#define   WAVE_4       4   // Player movement 1, water running; buggy water running loop handled programmatically
#define   WAVE_5       5   // Player movement 2
#define   WAVE_6       6   // Splash, damage upon touching enemy
#define   WAVE_7       7   // No life remaining
#define   WAVE_8       8   // Player respawn sound
#define   WAVE_9       9   // Item pickup 1
#define   WAVE_10      10  // Item pickup 2; also used for life recovery
#define   WAVE_11      11  // Item pickup 3
#define   WAVE_12      12  // Colliding with obstacles, hitting walls
#define   WAVE_13      13  // Breaking obstacles, destroying debris, wall destruction
#define   WAVE_14      14  // Bubble sound, small bubble single burst
#define   WAVE_15      15  // Bubble pop sound, small bubble single burst
#define   WAVE_16      16  // Success sound when correctly popping bubbles, life-up obtained, success
#define   WAVE_17      17  // Miss sound, cancel, failure
#define   WAVE_18      18  // Underwater environment sound, bubble medium
#define   WAVE_19      19  // Underwater environment sound, bubble large
#define   WAVE_20      20  // Underwater environment sound, continuous bubbles (Loop)
#define   WAVE_21      21  // Underwater environment sound, fast continuous bubbles (Loop)
#define   WAVE_22      22  // Underwater environment sound, calm flow (Loop)
#define   WAVE_23      23  // Underwater environment sound, moderately fast flow (Loop)
#define   WAVE_24      24  // Underwater environment sound, fast flow (Loop)
#define   WAVE_25      25  // Throwing stones, falling into holes
#define   WAVE_26      26  // Swinging, throwing objects
#define   WAVE_27      27  // Swing hit (hitting pearls)
#define   WAVE_28      28  // Target hit, being run over by vehicle, landing; Buggy landing also used
#define   WAVE_29      29  // Mission clear, bonus
#define   WAVE_30      30  // Jump
#define   WAVE_31      31  // Big jump
#define   WAVE_32      32  // Acceleration effect
#define   WAVE_33      33  // Energy charging (Loop)
#define   WAVE_34      34  // Environment sound (car driving noise) (Loop)
#define   WAVE_35      35  // Water spray (Loop)
#define   WAVE_36      36  // Dirt driving, dragging sound; Buggy dirt driving loop handled programmatically
#define   WAVE_37      37  // Driving sound (grass); loop handled programmatically
#define   WAVE_38      38  // Shark passing sound
#define   WAVE_39      39  // Bite sound (barracuda bite)
#define   WAVE_40      40  // Seagull sound (occasional) (Loop)
#define   WAVE_41      41  // Jellyfish contact
#define   WAVE_42      42  // Air hockey high-power puck return sound
#define   WAVE_43      43  // Air hockey wall hit sound, also used for hitting squid
#define   WAVE_44      44  // Shooting impact sound
#define   WAVE_45      45  // Pufferfish inflating sound
#define   WAVE_46      46  // Pufferfish deflating sound
#define   WAVE_47      47  // Claw snapping sound
#define   WAVE_48      48  // Flapping wings; try tapping multiple times in sync with movement
#define   WAVE_49      49  // Box opening sound
#define   WAVE_50      50  // Collision sound (success)
#define   WAVE_51      51  // Collision sound (failure)
#define   WAVE_52      52  // Cheer sound (Loop)
#define   WAVE_53      53  // Cushion sound
#define   WAVE_54      54  // Save Flo! item pickup sound (old); knocking pins down
#define   WAVE_55      55  // Gauge increasing/decreasing
#define   WAVE_56      56  // Pufferfish moving sound
#define   WAVE_57      57  // Cutting objects sound
#define   WAVE_58      58  // Explosion sounds (small), (medium explosion sound played twice), (large explosion sound played thrice)
#define   WAVE_59      59  // Seagull single burst sound
#define   WAVE_60      60  // Bonus sound
#define   WAVE_61      61  // Drawing line sound
#define   WAVE_62      62  // Water slashing sound
#define   WAVE_63      63  // Drawing line sound
#define   WAVE_64      64  // Water slashing sound
#define   WAVE_65      65  // Miss sound
#define   WAVE_66      66  // Scale note Bb(Low)
#define   WAVE_67      67  // Scale note C
#define   WAVE_68      68  // Scale note D
#define   WAVE_69      69  // Scale note Eb
#define   WAVE_70      70  // Scale note F
#define   WAVE_71      71  // Scale note G
#define   WAVE_72      72  // Scale note Ab
#define   WAVE_73      73  // Scale note Bb(High)
#define   WAVE_74      74  // Seagull scale note Bb(Low)
#define   WAVE_75      75  // Seagull scale note C
#define   WAVE_76      76  // Seagull scale note D
#define   WAVE_77      77  // Seagull scale note Eb
#define   WAVE_78      78  // Seagull scale note F
#define   WAVE_79      79  // Seagull scale note G
#define   WAVE_80      80  // Seagull scale note Ab
#define   WAVE_81      81  // Seagull scale note Bb(High)
#define   WAVE_82      82  // Environment sound (seafloor)
#define   WAVE_83      83  // Environment sound (sea roaring)
#define   WAVE_84      84  // Air sound
#define   WAVE_85      85  // Area change, goal
#define   WAVE_86      86  // Area change, start
#define   WAVE_87      87  // Seagull scale note E
#define   WAVE_88      88  // Seagull scale note A(High)
#define   WAVE_89      89  // Seagull scale note B(Low)
#define   WAVE_90      90  // Seagull scale note G(Low)
#define   WAVE_91      91  // Seagull scale note Db
#define   WAVE_92      92  // Seagull scale note C(High)
#define   WAVE_93      93  // Seagull scale note D(High)
#define   WAVE_94      94  // Seagull scale note E(High)
#define   WAVE_95      95  // Seagull scale note F(High)
#define   WAVE_96      96  // Seagull scale note A(Low)


// BGM
#define   WAVE_201      201  // GAME BGM

//</WAVE>

//<BANK>

// ----------- BANK DEFINE -------------- 
// Sound effects
#define BANK_0      0   // Cursor movement
#define BANK_1      1   // Start, confirm
#define BANK_2      2   // Pause
#define BANK_3      3   // Enemy contact, damage
#define BANK_4      4   // Player movement 1, water running (buggy water running looped in code)
#define BANK_5      5   // Player movement 2
#define BANK_6      6   // Splash, enemy contact
#define BANK_7      7   // No life sound
#define BANK_8      8   // Player revival sound
#define BANK_9      9   // Item pickup 1
#define BANK_10    10   // Item pickup 2, life recovery combined
#define BANK_11    11   // Item pickup 3
#define BANK_12    12   // Collision with obstacles, hitting walls
#define BANK_13    13   // Breaking obstacles, breaking dirt blocks, breaking walls
#define BANK_14    14   // Bubbles sound, small bubbles, single burst
#define BANK_15    15   // Bubble breaking sound, small bubbles, single burst
#define BANK_16    16   // Successful sound when correctly breaking bubbles, life-up acquired, success
#define BANK_17    17   // Mistake sound, cancel, fail
#define BANK_18    18   // Underwater environment sound, small bubbles (loop)
#define BANK_19    19   // Underwater environment sound, large bubbles (loop)
#define BANK_20    20   // Underwater environment sound, continuous bubbles, normal speed (loop)
#define BANK_21    21   // Underwater environment sound, fast continuous bubbles (loop)
#define BANK_22    22   // Underwater environment sound, quiet flow (loop)
#define BANK_23    23   // Underwater environment sound, moderately fast flow (loop)
#define BANK_24    24   // Underwater environment sound, fast flow (loop)
#define BANK_25    25   // Throwing stones, falling into holes
#define BANK_26    26   // Swinging, throwing objects
#define BANK_27    27   // Swing hit (hitting pearls)
#define BANK_28    28   // Target hit, hit by vehicle, landing (buggy landing combined)
#define BANK_29    29   // Mission complete, bonus
#define BANK_30    30   // Jump
#define BANK_31    31   // Big jump
#define BANK_32    32   // Speed boost effect
#define BANK_33    33   // Charging energy (loop)
#define BANK_34    34   // Environmental sound (car driving sound) (loop)
#define BANK_35    35   // Water spout (loop)
#define BANK_36    36   // Dirt running, dragging sound (buggy dirt running looped in code)
#define BANK_37    37   // Running sound (grass) (looped in code)
#define BANK_38    38   // Shark passing sound
#define BANK_39    39   // Teeth sound (barracuda biting)
#define BANK_40    40   // Seagull sound (few times) (loop)
#define BANK_41    41   // Jellyfish contact sound
#define BANK_42    42   // Air hockey big puck hit sound
#define BANK_43    43   // Air hockey wall hit sound, also used for hitting octopuses
#define BANK_44    44   // Shooting sound, bullet hit
#define BANK_45    45   // Pufferfish inflating sound
#define BANK_46    46   // Pufferfish deflating sound
#define BANK_47    47   // Snapping sound (claws)
#define BANK_48    48   // Flapping sound, hitting multiple times with motion
#define BANK_49    49   // Box opening sound
#define BANK_50    50   // Collision sound (success)
#define BANK_51    51   // Collision sound (failure)
#define BANK_52    52   // Cheer sound (loop)
#define BANK_53    53   // Cushion sound
#define BANK_54    54   // Pin knocking sound
#define BANK_55    55   // Gauge increase/decrease sound
#define BANK_56    56   // Pufferfish moving sound
#define BANK_57    57   // Cutting object sound
#define BANK_58    58   // Explosion sound (small), explosion sound (medium, twice), explosion sound (large, thrice)
#define BANK_59    59   // Seagull sound (single)
#define BANK_60    60   // Bonus sound
#define BANK_61    61   // Drawing line sound
#define BANK_62    62   // Water slapping sound
#define BANK_63    63   // Drawing line sound
#define BANK_64    64   // Water slapping sound
#define BANK_65    65   // Miss sound
#define BANK_66    66   // Note sound Bb (low)
#define BANK_67    67   // Note sound C
#define BANK_68    68   // Note sound D
#define BANK_69    69   // Note sound Eb
#define BANK_70    70   // Note sound F
#define BANK_71    71   // Note sound G
#define BANK_72    72   // Note sound Ab
#define BANK_73    73   // Note sound Bb (high)
#define BANK_74    74   // Seagull note sound Bb (low)
#define BANK_75    75   // Seagull note sound C
#define BANK_76    76   // Seagull note sound D
#define BANK_77    77   // Seagull note sound Eb
#define BANK_78    78   // Seagull note sound F
#define BANK_79    79   // Seagull note sound G
#define BANK_80    80   // Seagull note sound Ab
#define BANK_81    81   // Seagull note sound Bb (high)
#define BANK_82    82   // Environmental sound (underwater)
#define BANK_83    83   // Environmental sound (ocean waves)
#define BANK_84    84   // Air sound
#define BANK_85    85   // Area change, goal
#define BANK_86    86   // Area change, start
#define BANK_87    87   // Seagull note sound E
#define BANK_88    88   // Seagull note sound A (high)
#define BANK_89    89   // Seagull note sound B (low)
#define BANK_90    90   // Seagull note sound G (low)
#define BANK_91    91   // Seagull note sound Db
#define BANK_92    92   // Seagull note sound C (high)
#define BANK_93    93   // Seagull note sound D (high)
#define BANK_94    94   // Seagull note sound E (high)
#define BANK_95    95   // Seagull note sound F (high)
#define BANK_96    96   // Seagull note sound A (low)

// BGM
#define BANK_201  201   // GAME BGM

//</BANK>

//<SEQ>

/* ----------- SEQ DEFINE -------------- */
// Sound Effects
#define SEQ_0         0   // Cursor Movement
#define SEQ_1         1   // Start, Confirm
#define SEQ_2         2   // Pause
#define SEQ_3         3   // Collision with enemies, Damage
#define SEQ_4         4   // Player movement 1, Water surface running buggy Water surface running is looped by program
#define SEQ_5         5   // Player movement 2
#define SEQ_6         6   // Landing, Collision with enemies
#define SEQ_7         7   // No life left
#define SEQ_8         8   // Player revival sound
#define SEQ_9         9   // Item collected 1
#define SEQ_10       10   // Item collected 2 Life recovery
#define SEQ_11       11   // Item collected 3
#define SEQ_12       12   // Collision with obstacles, hitting walls
#define SEQ_13       13   // Breaking obstacles, breaking dirt mounds, wall destruction
#define SEQ_14       14   // Bubbles sound, small bubbles single burst
#define SEQ_15       15   // Bubble burst sound, small bubbles single burst
#define SEQ_16       16   // Successful bubble burst sound, life increase, success
#define SEQ_17       17   // Miss sound, cancel, fail
#define SEQ_18       18   // Underwater ambient sound, small bubbles
#define SEQ_19       19   // Underwater ambient sound, large bubbles
#define SEQ_20       20   // Underwater ambient sound, continuous bubbles normal (Loop)
#define SEQ_21       21   // Underwater ambient sound, continuous fast bubbles (Loop)
#define SEQ_22       22   // Underwater ambient sound, gentle current (Loop)
#define SEQ_23       23   // Underwater ambient sound, moderately fast current (Loop)
#define SEQ_24       24   // Underwater ambient sound, fast current (Loop)
#define SEQ_25       25   // Throwing rocks, falling into holes
#define SEQ_26       26   // Swinging, throwing objects
#define SEQ_27       27   // Swing hit (hitting pearls)
#define SEQ_28       28   // Hitting targets, getting hit by vehicles, landing Buggy landing combined
#define SEQ_29       29   // Mission clear, bonus
#define SEQ_30       30   // Jump
#define SEQ_31       31   // High jump
#define SEQ_32       32   // Acceleration effect
#define SEQ_33       33   // Charging energy (Loop)
#define SEQ_34       34   // Ambient sound (car driving) (Loop)
#define SEQ_35       35   // Water spray (Loop)
#define SEQ_36       36   // Dirt driving, dragging sound Buggy dirt driving looped by program
#define SEQ_37       37   // Driving sound (grass) looped by program
#define SEQ_38       38   // Passing by sharks
#define SEQ_39       39   // Barracuda bite sound
#define SEQ_40       40   // Seagull sound (low) (Loop)
#define SEQ_41       41   // Contact with jellyfish
#define SEQ_42       42   // Air hockey high-power puck hit sound
#define SEQ_43       43   // Air hockey wall collision sound, combined with hitting octopus
#define SEQ_44       44   // Shooting bullet hit sound
#define SEQ_45       45   // Puffer fish inflating sound
#define SEQ_46       46   // Puffer fish deflating sound
#define SEQ_47       47   // Snapping sound
#define SEQ_48       48   // Flapping wings Make several flapping sounds according to movement
#define SEQ_49       49   // Box opening sound
#define SEQ_50       50   // Collision sound (success)
#define SEQ_51       51   // Collision sound (failure)
#define SEQ_52       52   // Cheers (Loop)
#define SEQ_53       53   // Cushion sound
#define SEQ_54       54   // Bowling pin knocking down sound
#define SEQ_55       55   // Gauge increase/decrease sound
#define SEQ_56       56   // Puffer fish movement sound
#define SEQ_57       57   // Cutting sound
#define SEQ_58       58   // Explosion sound (small), Explosion sound (large) Medium explosion sound is played twice. Large explosion sound is played three times.
#define SEQ_59       59   // Seagull sound (single burst)
#define SEQ_60       60   // Bonus
#define SEQ_61       61   // Drawing line
#define SEQ_62       62   // Water swiping
#define SEQ_63       63   // Drawing line
#define SEQ_64       64   // Water swiping
#define SEQ_65       65   // Miss sound
#define SEQ_66       66   // Musical note Bb (Low)
#define SEQ_67       67   // Musical note C
#define SEQ_68       68   // Musical note D
#define SEQ_69       69   // Musical note Eb
#define SEQ_70       70   // Musical note F
#define SEQ_71       71   // Musical note G
#define SEQ_72       72   // Musical note Ab
#define SEQ_73       73   // Musical note Bb (High)
#define SEQ_74       74   // Seagull musical note Bb (Low)
#define SEQ_75       75   // Seagull musical note C
#define SEQ_76       76   // Seagull musical note D
#define SEQ_77       77   // Seagull musical note Eb
#define SEQ_78       78   // Seagull musical note F
#define SEQ_79       79   // Seagull musical note G
#define SEQ_80       80   // Seagull musical note Ab
#define SEQ_81       81   // Seagull musical note Bb (High)
#define SEQ_82       82   // Ambient sound (underwater)
#define SEQ_83       83   // Ambient sound (ocean roar)
#define SEQ_84       84   // Air sound
#define SEQ_85       85   // Area change, goal
#define SEQ_86       86   // Area change, start
#define SEQ_87       87   // Seagull musical note E
#define SEQ_88       88   // Seagull musical note A (High)
#define SEQ_89       89   // Seagull musical note B (Low)
#define SEQ_90       90   // Seagull musical note G (Low)
#define SEQ_91       91   // Seagull musical note Db
#define SEQ_92       92   // Seagull musical note C (High)
#define SEQ_93       93   // Seagull musical note D (High)
#define SEQ_94       94   // Seagull musical note E (High)
#define SEQ_95       95   // Seagull musical note F (High)
#define SEQ_96       96   // Seagull musical note A (Low)

// BGM
#define SEQ_201       201   // Title
#define SEQ_202       202   // World Map
#define SEQ_203       203   // Main Menu
#define SEQ_204       204   // Sub Menu
#define SEQ_205       205   // Game Over
#define SEQ_206       206   // Game Clear
#define SEQ_207       207   // Mini game 01 Buggy mode
#define SEQ_208       208   // Mini game 02 Nigel *
#define SEQ_209       209   // Mini game 03 Drawing *
#define SEQ_210       210   // Mini game 04 Peach *
#define SEQ_211       211   // Mini game 05 High Jump *
#define SEQ_212       212   // Mini game 06 Escape from Submarine *
#define SEQ_213       213   // Mini game 07 Volleyball
#define SEQ_214       214   // Mini game 08 Stop the torpedo *
#define SEQ_215       215   // Mini game 09 Dentist *
#define SEQ_216       216   // Mini game 10 Rope rescue (Old) Matching game *
#define SEQ_217       217   // Mini game 11 Deflect Brot (Old) Memory game *
#define SEQ_218       218   // Mini game 12 Dangerous sea urchin zone *
#define SEQ_219       219   // Mini game 13 Octopus bash *
#define SEQ_220       220   // Mini game 14 Bubble pop
#define SEQ_221       221   // Mini game 15 Ring challenge *
#define SEQ_222       222   // Mini game 16 Hide and seek ****
#define SEQ_223       223   // Mini game 17 Dance game *
#define SEQ_224       224   // Mini game 18 Escape from the current (Old) Find markers *
#define SEQ_225       225   // Mini game 19 Tunnel *
#define SEQ_226       226   // Mini game 20 Help Flo *
#define SEQ_227       227   // Mini game 21 Deep-sea crossing *
#define SEQ_228       228   // Mini game 22 Jelly bounce *
#define SEQ_229       229   // Mini game 23 Nemo puzzle (Old) Bowling *
#define SEQ_230       230   // Mini game 24 Pearl catch
#define SEQ_231       231   // Mini game 25 Air hockey
#define SEQ_232       232   // Mini game 26 Communication 1 *
#define SEQ_233       233   // Interactive reef *
#define SEQ_234       234   // Opening *
#define SEQ_235       235   // Scene 1 *
#define SEQ_236       236   // Scene 2 *
#define SEQ_237       237   // Ending *
#define SEQ_238       238   // Credits *
#define SEQ_239       239   // Music Game Karaoke *
#define SEQ_240       240   // Mini game 26 Communication 2 *
#define SEQ_241       241   // Scene 3
#define SEQ_242       242   // Scene 4
#define SEQ_243       243   // Scene 5
#define SEQ_244       244   // 
#define SEQ_245       245   // 
#define SEQ_246       246   // 

//</SEQ>

//<END>
(Source: Original TCRF research)