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톰과 제리: Fists of Furry (닌텐도 64)
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Cleanup > To do
Games > Games by content > Games with debugging functions
Games > Games by content > Games with hidden development-related text
Games > Games by content > Games with hidden level selects
Games > Games by content > Games with hidden sound tests
Games > Games by content > Games with revisional differences
Games > Games by content > Games with unused text
Games > Games by developer > Games developed by VIS Entertainment
Games > Games by publisher > Games published by NewKidCo
Games > Games by publisher > Games published by Ubisoft > Games published by Ubi Soft
Games > Games by release date > Games released in 2000
Games > Games by series > Tom & Jerry series
톰과 제리- Fists of Furry |
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개발사:
VIS Entertainment
이 게임에 포함되어 있는 것: |
해야할 일: 치트 메뉴로 들어가는 방법에 대해 찾은 정보를 기억해주시고, 여기에 추가도 해주세요. |
Contents
디버그 메뉴
게임샤크 코드로 디버그 메뉴로 들어갈 수 있으며, 게임 플레이 중 일시정지를 하면 된다. 이 기능들은 파워퍼프걸: 화학 추출'의 디버그 메뉴와 동일하다.
버전 | 게임샤크 코드 |
---|---|
미국판 | 800F4A49 0001 |
유럽판 | 800F4E89 0001 |
레벨 메뉴
보통의 레벨 선택 메뉴. 레벨 이름을 제대로 표시해 준다.
AI 메뉴
캐릭터의 행동을 수정할 수 있도록 해준다. 데모 상태일 때 OFF는 수동, ON은 자동이다. AI Param을 선택하면 게임을 잠근다.
치트 메뉴
- Inf Time/Health/Ammo - 시간, 체력, 탄환을 무한대로 해준다.
- Weap Cheat - 아무 기능이 없는 것으로 보인다.
- Char Select - L/R 트리거로 캐릭터를 바꿀 수 있게 해준다.
- P1/P2 Pickups - 보너스를 얻을 수 있도록 해준다.
- Real Cheats - 이전 옵션이 충분치 않을 때, 이 옵션은 옵션 메뉴에서 다른 이름으로 숨겨진 치트 선택을 할 수 있게 보여준다.
- Big John Little John - 플레이어 모델링 사이즈를 증가시킨다.
- Small is Beautiful - 플레이어 모델링 사이즈를 감소시킨다.
- Walking on the Moon - 중력의
영향을 낮추며, 더 높이 점프할 수 있게 해준다.
도구 메뉴
- Sound Events - 게임을 잠근다.
- Balance Audio - 게임의 모든 효과음에 대한 사운드 테스트.
- Balance Music - 음악 트랙에 대한 사운드 테스트.
- Balance Tools - 저장/로드 기능. Default를 선택시 추가적인 하드웨어/소프트웨어를 요구하듯이 게임이 충돌한다.
- Video Tools - 감마/얼라이어싱/디더링 보정 기능을 위한 단순한 메뉴.
- Debug Tools:
- Realcam - 다른(사용하지 않은?) 카메라 모드 활성화.
- Timer - 화면에 형형색색의 막대를 표시.
- FPS - FPS 표시.
- Heap Monitor - 게임의 리소스에 대한 몇가지 통계를 보여준다.
- Compensate - 아무 기능이 없는 것으로 보인다.
- QA Tools:
- Freezeframe - 현재 프레임을 유지한 채로 멈춘다.
- Coords - 플레이어의 좌표를 보여준다.
D48C0부터 이 메뉴에 대한 텍스트를 찾을 수 있다.
사용하지 않은 텍스트
내부적인 초기 스테이지 이름들
롬에 있는 모든 스테이지는 각각의 내부 이름들이 있으며, 디버그 모드의 레벨 선택 화면에서 볼 수 있다. 그리고 초기 이름들은 사용되지 않았다(우연히 최종판과 맞는 경우도 있다). 최종판의 이름들은 레벨 이미지에는 있지만, 내부 문자열에는 존재하지 않는다.
최종판 이름 | 내부 이름 | 초기 이름 |
---|---|---|
Duck-Duck Loose | FARMYARD | Hen House Hijinx |
Guard in the Garden | GARDEN | A Garden Full of Trouble |
Backyard Bash | GARDEN 2 | Backyard Bash |
Catching in the Kitchen | KITCHEN 1 | Kitchen Chaos |
Cookin' up a Storm | KITCHEN1 B | Cookin' up a Storm |
Laboratory Retriever | LAB 1 | Shockin' Behavior |
The Mice Before Christmas | CHRISTMAS ROOM | A Night Before Christmas |
Alley- Alley- Action Free! | ALLEYWAY | A Night on the Town |
Bomb Voyage | CRUISE SHIP | Bomb Voyage |
Floor Bored | BASEMENT | Basement Brawl |
사운드 이름
롬파일 0x00BC4910에서부터 17 Kb 공간에 존재하는 사운드 소스코드 중 정의(定義) 부분의 목록이다. 모든 소리 샘플에 이름을 붙여준 것이다.
#define SOUND_NOTPLAYED 0 #define SOUND_BALL 1 #define SOUND_BELL 2 #define SOUND_BIG_SPLAT1 3 #define SOUND_BIG_SPLAT2 4 #define SOUND_BIG_SPLAT3 5 #define SOUND_BIG_SPLAT4 6 #define SOUND_BOMB_EXPL 7 #define SOUND_BOMB_FUSE 8 #define SOUND_DYNA_EXPL 9 #define SOUND_DYNA_FUSE 10 #define SOUND_CERAMIC_CRASH1 11 #define SOUND_ELECTRIC 12 #define SOUND_FLAME1 13 #define SOUND_STATUE 14 #define SOUND_SKULL 15 #define SOUND_TYRE 16 #define SOUND_FORK_JAB1 17 #define SOUND_FORK_JAB1_2 18 #define SOUND_FORK_JAB2 19 #define SOUND_FORK_JAB2_2 20 #define SOUND_UMBRELLA_JAB 21 #define SOUND_JAB_POKER 22 #define SOUND_JAB_FISH 23 #define SOUND_JAB1 24 #define SOUND_JAB1_2 25 #define SOUND_JAB2 26 #define SOUND_JAB2_2 27 #define SOUND_JAB3 28 #define SOUND_JAB3_2 29 #define SOUND_GENERIC_SWIPE1 30 #define SOUND_GENERIC_SWIPE2 31 #define SOUND_GENERIC_SWIPE3 32 #define SOUND_GENERIC_SWIPE4 33 #define SOUND_TENNEIS_SWIPE 34 #define SOUND_GENERIC_HIT1 35 #define SOUND_GENERIC_HIT1_2 36 #define SOUND_GENERIC_HIT1_3 37 #define SOUND_MALLET_HIT1 38 #define SOUND_MALLET_HIT1_2 39 #define SOUND_FISH_HIT 40 #define SOUND_SMALL_GLASS_SMASH1 41 #define SOUND_SMALL_GLASS_SMASH1_2 42 #define SOUND_GLASS_SMASH1 43 #define SOUND_GLASS_SMASH1_2 44 #define SOUND_GLASS_SMASH1_3 45 #define SOUND_SMASH_WINDOW 46 #define SOUND_METAL_CRASH1 47 #define SOUND_METAL_CRASH1_2 48 #define SOUND_METAL_CRASH1_3 49 #define SOUND_TRASH_CRASH 50 #define SOUND_WASHMACHINE 51 #define SOUND_METAL_HIT1 52 #define SOUND_METAL_HIT1_2 53 #define SOUND_METAL_HIT2 54 #define SOUND_METAL_HIT2_2 55 #define SOUND_METAL_PAN_HIT1 56 #define SOUND_METAL_PAN_HIT1_2 57 #define SOUND_METAL_PAN_HIT2 58 #define SOUND_METAL_PAN_HIT2_2 59 #define SOUND_METAL_PAN_HIT3 60 #define SOUND_ANVIL_FALL 61 #define SOUND_PRESENT 62 #define SOUND_SMALL_SPLAT 63 #define SOUND_EGGS 64 #define SOUND_STEAM 65 #define SOUND_WALL 66 #define SOUND_WHISTLE 67 #define SOUND_BRUSH_WHACK1 68 #define SOUND_BRUSH_WHACK2 69 #define SOUND_WOOD_WHACK1 70 #define SOUND_WOOD_WHACK1_2 71 #define SOUND_WOOD_WHACK2 72 #define SOUND_WOOD_WHACK2_2 73 #define SOUND_BIG_WOOD_WHACK1 74 #define SOUND_BIG_WOOD_WHACK1_2 75 #define SOUND_PAPER_WHACK 76 #define SOUND_GUITAR_WHACK 77 #define SOUND_CHAIR_SMASH1 78 #define SOUND_CHAIR_SMASH1_2 79 #define SOUND_CHAIR_SMASH2 80 #define SOUND_CHAIR_SMASH2_2 81 #define SOUND_CHAIR_GARDN_SMASH1 82 #define SOUND_CHAIR_GARDN_SMASH2 83 #define SOUND_STOOL_SMASH1 84 #define SOUND_STOOL_SMASH1_2 85 #define SOUND_STOOL_SMASH2 86 #define SOUND_STOOL_SMASH2_1 87 #define SOUND_ARM_CHAIR1 88 #define SOUND_ARM_CHAIR1_2 89 #define SOUND_ARM_CHAIR1_3 90 #define SOUND_CLOCK 91 #define SOUND_CUPBOARD 92 #define SOUND_CRATE_SMASH1 93 #define SOUND_CRATE_SMASH1_2 94 #define SOUND_CRATE_SMASH1_3 95 #define SOUND_WOOD_CRASH1 96 #define SOUND_WOOD_CRASH1_2 97 #define SOUND_WOOD_CRASH1_3 98 #define SOUND_FENCE_SMASH 99 #define SOUND_HAYBALE 100 #define SOUND_BEEHIVE 101 #define SOUND_MOOSE 102 #define SOUND_DAZE 103 #define SOUND_SQUASH_POP 104 #define SOUND_SQUASH_SQUEEZE 105 #define SOUND_SKID1 106 #define SOUND_SKID4 107 #define SOUND_SKID5 108 #define SOUND_JUMP1 109 #define SOUND_JUMP1_2 110 #define SOUND_JUMP2 111 #define SOUND_JUMP2_2 112 #define SOUND_JUMP3 113 #define SOUND_JUMP3_2 114 #define SOUND_JUMP5 115 #define SOUND_JUMP6 116 #define SOUND_JUMP6_2 117 #define SOUND_JUMP7 118 #define SOUND_PICKUP1 119 #define SOUND_PICKUP2 120 #define SOUND_PICKUP3 121 #define SOUND_HIT_PUNCH1 122 #define SOUND_HIT_PUNCH2 123 #define SOUND_HIT_PUNCH3 124 #define SOUND_HIT_PUNCH4 125 #define SOUND_LIGHT_DAMAGE_TOM1 126 #define SOUND_LIGHT_DAMAGE_TOM1_2 127 #define SOUND_LIGHT_DAMAGE_TOM2 128 #define SOUND_LIGHT_DAMAGE_TOM2_2 129 #define SOUND_LIGHT_DAMAGE_TOM3 130 #define SOUND_LIGHT_DAMAGE_TOM3_2 131 #define SOUND_LIGHT_DAMAGE_TOM4 132 #define SOUND_LIGHT_DAMAGE_TOM4_2 133 #define SOUND_LIGHT_DAMAGE_JERRY1 134 #define SOUND_LIGHT_DAMAGE_JERRY1_2 135 #define SOUND_LIGHT_DAMAGE_JERRY2 136 #define SOUND_LIGHT_DAMAGE_JERRY2_2 137 #define SOUND_LIGHT_DAMAGE_JERRY3 138 #define SOUND_LIGHT_DAMAGE_JERRY3_2 139 #define SOUND_LIGHT_DAMAGE_JERRY4 140 #define SOUND_LIGHT_DAMAGE_JERRY4_2 141 #define SOUND_LIGHT_DAMAGE_SPIKE1 142 #define SOUND_LIGHT_DAMAGE_SPIKE1_2 143 #define SOUND_LIGHT_DAMAGE_SPIKE2 144 #define SOUND_LIGHT_DAMAGE_SPIKE2_2 145 #define SOUND_LIGHT_DAMAGE_SPIKE3 146 #define SOUND_LIGHT_DAMAGE_SPIKE3_2 147 #define SOUND_LIGHT_DAMAGE_SPIKE4 148 #define SOUND_LIGHT_DAMAGE_SPIKE4_2 149 #define SOUND_LIGHT_DAMAGE_DUCKLING1 150 #define SOUND_LIGHT_DAMAGE_DUCKLING1_2 151 #define SOUND_LIGHT_DAMAGE_DUCKLING2 152 #define SOUND_LIGHT_DAMAGE_DUCKLING2_2 153 #define SOUND_LIGHT_DAMAGE_DUCKLING3 154 #define SOUND_LIGHT_DAMAGE_DUCKLING3_2 155 #define SOUND_LIGHT_DAMAGE_DUCKLING4 156 #define SOUND_LIGHT_DAMAGE_DUCKLING4_2 157 #define SOUND_LIGHT_DAMAGE_TYKE1 158 #define SOUND_LIGHT_DAMAGE_TYKE1_2 159 #define SOUND_LIGHT_DAMAGE_TYKE2 160 #define SOUND_LIGHT_DAMAGE_TYKE2_2 161 #define SOUND_LIGHT_DAMAGE_TYKE3 162 #define SOUND_LIGHT_DAMAGE_TYKE3_2 163 #define SOUND_LIGHT_DAMAGE_TYKE4 164 #define SOUND_LIGHT_DAMAGE_TYKE4_2 165 #define SOUND_LIGHT_DAMAGE_BUTCH1 166 #define SOUND_LIGHT_DAMAGE_BUTCH1_2 167 #define SOUND_LIGHT_DAMAGE_BUTCH2 168 #define SOUND_LIGHT_DAMAGE_BUTCH2_2 169 #define SOUND_LIGHT_DAMAGE_BUTCH3 170 #define SOUND_LIGHT_DAMAGE_BUTCH3_2 171 #define SOUND_LIGHT_DAMAGE_BUTCH4 172 #define SOUND_LIGHT_DAMAGE_BUTCH4_2 173 #define SOUND_LIGHT_DAMAGE_NIBBLES1 174 #define SOUND_LIGHT_DAMAGE_NIBBLES1_2 175 #define SOUND_LIGHT_DAMAGE_NIBBLES2 176 #define SOUND_LIGHT_DAMAGE_NIBBLES2_2 177 #define SOUND_LIGHT_DAMAGE_NIBBLES3 178 #define SOUND_LIGHT_DAMAGE_NIBBLES3_2 179 #define SOUND_LIGHT_DAMAGE_NIBBLES4 180 #define SOUND_LIGHT_DAMAGE_NIBBLES4_2 181 #define SOUND_KNOCK_BACK_TOM1 182 #define SOUND_KNOCK_BACK_TOM1_2 183 #define SOUND_KNOCK_BACK_TOM2 184 #define SOUND_KNOCK_BACK_TOM2_2 185 #define SOUND_KNOCK_BACK_TOM3 186 #define SOUND_KNOCK_BACK_TOM3_2 187 #define SOUND_KNOCK_BACK_TOM4 188 #define SOUND_KNOCK_BACK_TOM4_2 189 #define SOUND_KNOCK_BACK_JERRY1 190 #define SOUND_KNOCK_BACK_JERRY1_2 191 #define SOUND_KNOCK_BACK_JERRY2 192 #define SOUND_KNOCK_BACK_JERRY2_2 193 #define SOUND_KNOCK_BACK_JERRY3 194 #define SOUND_KNOCK_BACK_JERRY3_2 195 #define SOUND_KNOCK_BACK_JERRY4 196 #define SOUND_KNOCK_BACK_JERRY4_2 197 #define SOUND_KNOCK_BACK_SPIKE1 198 #define SOUND_KNOCK_BACK_SPIKE1_2 199 #define SOUND_KNOCK_BACK_SPIKE2 200 #define SOUND_KNOCK_BACK_SPIKE2_2 201 #define SOUND_KNOCK_BACK_SPIKE3 202 #define SOUND_KNOCK_BACK_SPIKE3_2 203 #define SOUND_KNOCK_BACK_SPIKE4 204 #define SOUND_KNOCK_BACK_SPIKE4_2 205 #define SOUND_KNOCK_BACK_DUCKLING1 206 #define SOUND_KNOCK_BACK_DUCKLING1_2 207 #define SOUND_KNOCK_BACK_DUCKLING2 208 #define SOUND_KNOCK_BACK_DUCKLING2_2 209 #define SOUND_KNOCK_BACK_DUCKLING3 210 #define SOUND_KNOCK_BACK_DUCKLING3_2 211 #define SOUND_KNOCK_BACK_DUCKLING4 212 #define SOUND_KNOCK_BACK_DUCKLING4_2 213 #define SOUND_KNOCK_BACK_TYKE1 214 #define SOUND_KNOCK_BACK_TYKE1_2 215 #define SOUND_KNOCK_BACK_TYKE2 216 #define SOUND_KNOCK_BACK_TYKE2_2 217 #define SOUND_KNOCK_BACK_TYKE3 218 #define SOUND_KNOCK_BACK_TYKE3_2 219 #define SOUND_KNOCK_BACK_TYKE4 220 #define SOUND_KNOCK_BACK_TYKE4_2 221 #define SOUND_KNOCK_BACK_BUTCH1 222 #define SOUND_KNOCK_BACK_BUTCH1_2 223 #define SOUND_KNOCK_BACK_BUTCH2 224 #define SOUND_KNOCK_BACK_BUTCH2_2 225 #define SOUND_KNOCK_BACK_BUTCH3 226 #define SOUND_KNOCK_BACK_BUTCH3_2 227 #define SOUND_KNOCK_BACK_BUTCH4 228 #define SOUND_KNOCK_BACK_BUTCH4_2 229 #define SOUND_KNOCK_BACK_NIBBLES1 230 #define SOUND_KNOCK_BACK_NIBBLES1_2 231 #define SOUND_KNOCK_BACK_NIBBLES2 232 #define SOUND_KNOCK_BACK_NIBBLES2_2 233 #define SOUND_KNOCK_BACK_NIBBLES3 234 #define SOUND_KNOCK_BACK_NIBBLES3_2 235 #define SOUND_KNOCK_BACK_NIBBLES4 236 #define SOUND_KNOCK_BACK_NIBBLES4_2 237 #define SOUND_KNOCK_OVER_TOM1 238 #define SOUND_KNOCK_OVER_TOM1_2 239 #define SOUND_KNOCK_OVER_TOM2 240 #define SOUND_KNOCK_OVER_TOM2_2 241 #define SOUND_KNOCK_OVER_TOM3 242 #define SOUND_KNOCK_OVER_TOM3_2 243 #define SOUND_KNOCK_OVER_TOM4 244 #define SOUND_KNOCK_OVER_TOM4_2 245 #define SOUND_KNOCK_OVER_JERRY1 246 #define SOUND_KNOCK_OVER_JERRY_2 247 #define SOUND_KNOCK_OVER_JERRY2 248 #define SOUND_KNOCK_OVER_JERRY2_2 249 #define SOUND_KNOCK_OVER_JERRY3 250 #define SOUND_KNOCK_OVER_JERR3_2 251 #define SOUND_KNOCK_OVER_JERRY4 252 #define SOUND_KNOCK_OVER_JERRY4_2 253 #define SOUND_KNOCK_OVER_SPIKE1 254 #define SOUND_KNOCK_OVER_SPIKE1_2 255 #define SOUND_KNOCK_OVER_SPIKE2 256 #define SOUND_KNOCK_OVER_SPIKE2_2 257 #define SOUND_KNOCK_OVER_SPIKE3 258 #define SOUND_KNOCK_OVER_SPIKE3_2 259 #define SOUND_KNOCK_OVER_SPIKE4 260 #define SOUND_KNOCK_OVER_SPIKE4_2 261 #define SOUND_KNOCK_OVER_DUCKLING1 262 #define SOUND_KNOCK_OVER_DUCKLING1_2 263 #define SOUND_KNOCK_OVER_DUCKLING2 264 #define SOUND_KNOCK_OVER_DUCKLING2_2 265 #define SOUND_KNOCK_OVER_DUCKLING3 266 #define SOUND_KNOCK_OVER_DUCKLING3_2 267 #define SOUND_KNOCK_OVER_DUCKLING4 268 #define SOUND_KNOCK_OVER_DUCKLING4_2 269 #define SOUND_KNOCK_OVER_TYKE1 270 #define SOUND_KNOCK_OVER_TYKE1_2 271 #define SOUND_KNOCK_OVER_TYKE2 272 #define SOUND_KNOCK_OVER_TYKE2_2 273 #define SOUND_KNOCK_OVER_TYKE3 274 #define SOUND_KNOCK_OVER_TYKE3_2 275 #define SOUND_KNOCK_OVER_TYKE4 276 #define SOUND_KNOCK_OVER_TYKE4_2 277 #define SOUND_KNOCK_OVER_BUTCH1 278 #define SOUND_KNOCK_OVER_BUTCH1_2 279 #define SOUND_KNOCK_OVER_BUTCH2 280 #define SOUND_KNOCK_OVER_BUTCH2_2 281 #define SOUND_KNOCK_OVER_BUTCH3 282 #define SOUND_KNOCK_OVER_BUTCH3_2 283 #define SOUND_KNOCK_OVER_BUTCH4 284 #define SOUND_KNOCK_OVER_BUTCH4_2 285 #define SOUND_KNOCK_OVER_NIBBLES1 286 #define SOUND_KNOCK_OVER_NIBBLES1_2 287 #define SOUND_KNOCK_OVER_NIBBLES2 288 #define SOUND_KNOCK_OVER_NIBBLES2_2 289 #define SOUND_KNOCK_OVER_NIBBLES3 290 #define SOUND_KNOCK_OVER_NIBBLES3_2 291 #define SOUND_KNOCK_OVER_NIBBLES4 292 #define SOUND_KNOCK_OVER_NIBBLES4_2 293 #define SOUND_LIGHT_CRUSH_TOM1 294 #define SOUND_LIGHT_CRUSH_TOM1_2 295 #define SOUND_LIGHT_CRUSH_JERRY1 296 #define SOUND_LIGHT_CRUSH_JERRY1_2 297 #define SOUND_LIGHT_CRUSH_SPIKE1 298 #define SOUND_LIGHT_CRUSH_SPIKE1_2 299 #define SOUND_LIGHT_CRUSH_DUCKLING1 300 #define SOUND_LIGHT_CRUSH_DUCKLING1_2 301 #define SOUND_LIGHT_CRUSH_TYKE1 302 #define SOUND_LIGHT_CRUSH_TYKE1_2 303 #define SOUND_LIGHT_CRUSH_BUTCH1 304 #define SOUND_LIGHT_CRUSH_BUTCH1_2 305 #define SOUND_LIGHT_CRUSH_NIBBLES1 306 #define SOUND_LIGHT_CRUSH_NIBBLES1_2 307 #define SOUND_SQUASH_TOM1 308 #define SOUND_SQUASH_TOM1_2 309 #define SOUND_SQUASH_JERRY1 310 #define SOUND_SQUASH_JERRY1_2 311 #define SOUND_SQUASH_SPIKE1 312 #define SOUND_SQUASH_SPIKE1_2 313 #define SOUND_SQUASH_TYKE1 314 #define SOUND_SQUASH_TYKE1_2 315 #define SOUND_SQUASH_DUCKLING1 316 #define SOUND_SQUASH_DUCKLING1_2 317 #define SOUND_SQUASH_BUTCH1 318 #define SOUND_SQUASH_BUTCH1_2 319 #define SOUND_SQUASH_NIBBLES1 320 #define SOUND_SQUASH_NIBBLES1_2 321 #define SOUND_PRANG_TOM1 322 #define SOUND_PRANG_TOM1_2 323 #define SOUND_PRANG_JERRY1 324 #define SOUND_PRANG_JERRY1_2 325 #define SOUND_PRANG_SPIKE1 326 #define SOUND_PRANG_SPIKE1_2 327 #define SOUND_PRANG_DUCKLING1 328 #define SOUND_PRANG_DUCKLING1_2 329 #define SOUND_PRANG_TYKE1 330 #define SOUND_PRANG_TYKE1_2 331 #define SOUND_PRANG_BUTCH1 332 #define SOUND_PRANG_BUTCH1_2 333 #define SOUND_PRANG_NIBBLES1 334 #define SOUND_PRANG_NIBBLES1_2 335 #define SOUND_HEADSWAP_TOM 336 #define SOUND_HEADSWAP_JERRY 337 #define SOUND_HEADSWAP_SPIKE 338 #define SOUND_HEADSWAP_DUCKLING 339 #define SOUND_HEADSWAP_TYKE 340 #define SOUND_HEADSWAP_BUTCH 341 #define SOUND_HEADSWAP_NIBBLES 342 #define SOUND_HEADSWAP_OUT_TOM 343 #define SOUND_HEADSWAP_OUT_JERRY 344 #define SOUND_HEADSWAP_OUT_SPIKE 345 #define SOUND_HEADSWAP_OUT_DUCKLING 346 #define SOUND_HEADSWAP_OUT_TYKE 347 #define SOUND_HEADSWAP_OUT_BUTCH 348 #define SOUND_HEADSWAP_OUT_NIBBLES 349 #define SOUND_CATCH_FIRE_TOM1 350 #define SOUND_CATCH_FIRE_TOM1_2 351 #define SOUND_CATCH_FIRE_JERRY1 352 #define SOUND_CATCH_FIRE_JERRY1_2 353 #define SOUND_CATCH_FIRE_SPIKE1 354 #define SOUND_CATCH_FIRE_SPIKE1_2 355 #define SOUND_CATCH_FIRE_DUCKLING1 356 #define SOUND_CATCH_FIRE_DUCKLING1_2 357 #define SOUND_CATCH_FIRE_TYKE1 358 #define SOUND_CATCH_FIRE_TYKE1_2 359 #define SOUND_CATCH_FIRE_BUTCH1 360 #define SOUND_CATCH_FIRE_BUTCH1_2 361 #define SOUND_CATCH_FIRE_NIBBLES1 362 #define SOUND_CATCH_FIRE_NIBBLES1_2 363 #define SOUND_DEFEAT_TOM 364 #define SOUND_DEFEAT_JERRY 365 #define SOUND_DEFEAT_SPIKE 366 #define SOUND_DEFEAT_DUCKLING 367 #define SOUND_DEFEAT_TYKE 368 #define SOUND_DEFEAT_BUTCH 369 #define SOUND_DEFEAT_NIBBLES 370 #define SOUND_VICTORY_TOM 371 #define SOUND_VICTORY_JERRY 372 #define SOUND_VICTORY_SPIKE 373 #define SOUND_VICTORY_DUCKLING 374 #define SOUND_VICTORY_TYKE 375 #define SOUND_VICTORY_BUTCH 376 #define SOUND_VICTORY_NIBBLES 377 #define SOUND_DAZE_TOM 378 #define SOUND_DAZE_JERRY 379 #define SOUND_DAZE_SPIKE 380 #define SOUND_DAZE_DUCKLING 381 #define SOUND_DAZE_TYKE 382 #define SOUND_DAZE_BUTCH 383 #define SOUND_DAZE_NIBBLES 384 #define SOUND_INTRO_TOM 385 #define SOUND_INTRO_JERRY 386 #define SOUND_INTRO_SPIKE 387 #define SOUND_INTRO_DUCKLING 388 #define SOUND_INTRO_TYKE 389 #define SOUND_INTRO_BUTCH 390 #define SOUND_INTRO_NIBBLES 391 #define SOUND_POP1 392 #define SOUND_POP1_2 393 #define SOUND_POP2 394 #define SOUND_POP2_2 395 #define SOUND_POP3 396 #define SOUND_CHARACTER_MENU1 397 #define SOUND_CHARACTER_MENU1_2 398 #define SOUND_CHARACTER_MENU2 399 #define SOUND_CHARACTER_MENU2_2 400 #define SOUND_CHARACTER_MENU3 401 #define SOUND_CHARACTER_MENU3_2 402 #define SOUND_CHARACTER_MENU4 403 #define SOUND_CHARACTER_MENU4_2 404 #define SOUND_SELECT_TOM 405 #define SOUND_SELECT_JERRY 406 #define SOUND_SELECT_SPIKE 407 #define SOUND_SELECT_DUCKLING 408 #define SOUND_SELECT_TYKE 409 #define SOUND_SELECT_BUTCH 410 #define SOUND_SELECT_NIBBLES 411 #define SOUND_CHARACTER_DESELCT 412 #define SOUND_A_BUTTON 413 #define SOUND_B_BUTTON 414 #define SOUND_HANDICAP 415 #define SOUND_LEVEL_SCROLL1 416 #define SOUND_LEVEL_SCROLL2 417 #define SOUND_LEVEL_SCROLL3 418 #define SOUND_LEVEL_SCROLL4 419 #define SOUND_HEALTH 420 #define SOUND_POWERUP1 421 #define SOUND_POWERUP_GROW 422 #define SOUND_POWERUP_SHRINK 423 #define SOUND_POWERUP_DISAPPEAR 424 #define SOUND_QUESTION_MARK 425 #define SOUND_QUESTION_MARK_LAND1 426 #define SOUND_QUESTION_MARK_LAND2 427 #define SOUND_QUESTION_MARK_LAND3 428 #define SOUND_OBJECT_FALL 429 #define SOUND_BOILER 430 #define SOUND_ELECTRIC_ARC 431 #define SOUND_ELECTRIC_PROBE_SPARKS 432 #define SOUND_BEE1 433 #define SOUND_BEE2 434 #define SOUND_TIMER1 435 #define SOUND_END_ROUND 436 #define SOUND_FIREW_BANG1 437 #define SOUND_FIREW_BANG2 438 #define SOUND_FIREW_BANG3 439 #define SOUND_FIREW_BANG4 440 #define SOUND_FIREW_BANG5 441 #define SOUND_FIREW_BANG6 442 #define SOUND_FIREW_WOOSH1 443 #define SOUND_FIREW_WOOSH1_2 444 #define SOUND_FIREW_WOOSH1_3 445 #define SOUND_FIREW_WOOSH1_4 446 #define SOUND_FIREW_WOOSH2 447 #define SOUND_FIREW_WOOSH2_2 448 #define SOUND_FIREW_WOOSH2_3 449 #define SOUND_FIREW_WOOSH2_4 450 #define SOUND_BEE_LOOP 451 #define SOUND_AMBIENCE_BIRDS1 452 #define SOUND_AMBIENCE_BIRDS1_2 453 #define SOUND_AMBIENCE_BIRDS2 454 #define SOUND_AMBIENCE_BIRDS2_2 455 #define SOUND_AMBIENCE_BIRDS3 456 #define SOUND_AMBIENCE_BIRDS3_2 457 #define SOUND_AMBIENCE_BIRDS4 458 #define SOUND_AMBIENCE_BIRDS4_2 459 #define SOUND_AMBIENCE_BIRDS5 460 #define SOUND_AMBIENCE_BIRDS5_2 461 #define SOUND_AMBIENCE_DOG1 462 #define SOUND_AMBIENCE_DOG2 463 #define SOUND_AMBIENCE_DOG3 464 #define SOUND_AMBIENCE_DOG4 465 #define SOUND_AMBIENCE_DOG5 466 #define SOUND_AMBIENCE_SEAGULL1 467 #define SOUND_AMBIENCE_SEAGULL2 468 #define SOUND_AMBIENCE_SEAGULL3 469 #define SOUND_AMBIENCE_SEAGULL4 470 #define SOUND_AMBIENCE_SEAGULL5 471 #define SOUND_AMBIENCE_SEA 472 #define SOUND_AMBIENCE_CHICKEN1 473 #define SOUND_AMBIENCE_CHICKEN1_2 474 #define SOUND_AMBIENCE_CHICKEN2 475 #define SOUND_AMBIENCE_CHICKEN2_2 476 #define SOUND_AMBIENCE_CHICKEN3 477 #define SOUND_AMBIENCE_CHICKEN3_2 478 #define SOUND_AMBIENCE_CHICKEN4 479 #define SOUND_AMBIENCE_CHICKEN4_2 480 #define SOUND_AMBIENCE_CHICKEN5 481 #define SOUND_AMBIENCE_DUCK1 482 #define SOUND_AMBIENCE_DUCK2 483 #define SOUND_AMBIENCE_DUCK3 484 #define SOUND_AMBIENCE_COW1 485 #define SOUND_AMBIENCE_COW2 486 #define SOUND_AMBIENCE_PIG1 487 #define SOUND_AMBIENCE_PIG2 488 #define SOUND_AMBIENCE_SHEEP 489 #define SOUND_AMBIENCE_LAMB 490 #define SOUND_AMBIENCE_CRICKETS 491 #define SOUND_AMBIENCE_OWL1 492 #define SOUND_AMBIENCE_OWL1_2 493 #define SOUND_AMBIENCE_OWL2 494 #define SOUND_AMBIENCE_OWL2_2 495 #define SOUND_AMBIENCE_OWL3 496 #define SOUND_AMBIENCE_OWL3_2 497 #define SOUND_AMBIENCE_LAB_LIQUID 498 #define SOUND_AMBIENCE_LAB_BLEEP1 499 #define SOUND_AMBIENCE_LAB_BLEEP2 500 #define SOUND_AMBIENCE_LAB_BLEEP3 501 #define SOUND_AMBIENCE_LAB_BLEEP4 502 #define SOUND_AMBIENCE_LAB_BLEEP5 503 #define SOUND_AMBIENCE_KITCHEN_CLOCK 504 #define SOUND_AMBIENCE_FIREPLACE 505 #define SOUND_AMBIENCE_CAR_PASS1 506 #define SOUND_AMBIENCE_CAR_PASS1_2 507 #define SOUND_AMBIENCE_CAR_PASS2 508 #define SOUND_AMBIENCE_CAR_PASS2_2 509 #define SOUND_AMBIENCE_CAR_PASS3 510 #define SOUND_AMBIENCE_CAR_PASS3_2 511 #define SOUND_AMBIENCE_CAR_PASS4 512 #define SOUND_AMBIENCE_CAR_PASS4_2 513 #define SOUND_AMBIENCE_CAR_HORN1 514 #define SOUND_AMBIENCE_FRIDGE 515 ne SOUND_KN
The Tom & Jerry series
| |
---|---|
Amstrad CPC | Hunting High and Low |
NES | Tom & Jerry |
SNES | Tom & Jerry (Prototype) • The Chase is On! (Prototype) |
Game Boy (Color) | Tom & Jerry (GB) • Frantic Antics! • Tom & Jerry (GBC) • Mouse Attacks • Mousehunt |
Game Gear | The Movie |
Sega Master System | The Movie (Prototype) |
Genesis | Frantic Antics! |
Nintendo 64 | Fists of Furry |
PlayStation | House Trap |
GameCube, PlayStation 2, Xbox | War of the Whiskers (Prototypes) |
Game Boy Advance | The Magic Ring • Infurnal Escape • Tom and Jerry Tales |
Nintendo DS | Tom and Jerry Tales |
Windows | Fists of Furry |
Adobe Flash | Tom's Trap-o-Matic • Bowling • Midnight Snack • Run Jerry Run! • Trap Sandwich • What's the Catch? |
Adobe Shockwave | Cat-a-Pult • The Great Cheese Chase |
HTML5 | Cheese Swipe • Hush Rush |
See Also | |
Cartoon Network |
Categories:
- Pages missing developer references
- Games developed by VIS Entertainment
- Pages missing publisher references
- Games published by NewKidCo
- Games published by Ubi Soft
- Games released in 2000
- Games with hidden development-related text
- Games with unused text
- Games with debugging functions
- Games with hidden sound tests
- Games with hidden level selects
- Games with revisional differences
- To do
- Tom & Jerry series
Cleanup > Pages missing developer references
Cleanup > Pages missing publisher references
Cleanup > To do
Games > Games by content > Games with debugging functions
Games > Games by content > Games with hidden development-related text
Games > Games by content > Games with hidden level selects
Games > Games by content > Games with hidden sound tests
Games > Games by content > Games with revisional differences
Games > Games by content > Games with unused text
Games > Games by developer > Games developed by VIS Entertainment
Games > Games by publisher > Games published by NewKidCo
Games > Games by publisher > Games published by Ubisoft > Games published by Ubi Soft
Games > Games by release date > Games released in 2000
Games > Games by series > Tom & Jerry series