![]() Rool screaming "No!" normal footstep in finalĠ15D: Diddy going "Ouch!" high-pitched "tweak" noise in finalĠ169: inhaling snore much deeper in finalĠ16A: exhaling snore less of a "whistle" in finalĠ197: cartoon scrambling noise shortened in finalĠ1A2: Kritter going "aye!" Wrinkly leaving in finalĠ1A4: Tiny emerging from mini-monkey barrel pitched up in finalĠ1A7: Drumbeat from the logo screen normal footstep in finalĠ1B5: seems to be a duplicate of above (only SLIGHTLY different) "boop" in finalĠ1B7: Rambi's old "crate-emerging" sound from prerelease footage "tick" in finalĠ1B8: odd "wrong" noise camera noise in finalĠ1DB: higher-pitched 002E more of a belch in finalĠ1E3: glass breaking "arrow hitting wall" in finalĠ1E4: lower-pitched version of above splat in finalĠ1E6-01E9: early crowd noises final's are not only different (and longer) but higher quality too (16518 Hz instead of 11025 Hz)Ġ1F0-01F7: duplicates of 0139-013D and 0157-0159Ġ1F9-01FF: Army Dillo's old laughter sounds strangely like Ripper RooĠ200: Chunky falling, pitched down & shortened? Tiny gasping in finalĠ204: part of the walkie-talkie static from Stealthy Snoop. Rool screaming again normal footstep in finalĠ159: K. Rool screaming normal footstep in finalĠ158: K. Rool's voice clips from the Army Dillo fight his game-over laughter in finalĠ13E: "Welcome to bonus stage!" screeching in finalĠ13F: "Get as many targets as you can!" jet noise in finalĠ143: "Oh, bad luck!" Dogadon shooting fireball in finalĠ154: pressurized steam escaping (?) normal footstep in finalĠ157: K. (these (A7-AD) are quite clearly the SFX for Lanky's tile-matching game in Angry Aztec)Ġ0CB & 00CC: Lanky's orangstand made less obnoxious in finalĠ0D8: Lanky's running attack same as aboveĠ0DA: Tiny crying is faster and less echo-y in finalĠ0FC: someone (DK?) panting sound of water bubbling in final (are either even used?)Ġ0FF: sound of Cranky's shop appearing/disappearing a simple "pop" noise in protoĠ100: "arrow hitting a wall" noise engine idling in finalĠ102: camera shutter chimpy charge winding up in finalĠ125: elctronic bass drum (?) some kind of white noise in finalĠ131: rattling/crackling noise water lightly bubbling in finalĠ139-13D: K. These values refer to soundbank 1 bank 0 is used for instrument data.Ġ01A: A voice (DK's?) saying "Yeah!" sound of DK twiddling his foot in the end credits in final.Ġ02E: Scoff burping, which sounds different in the proto cowbell rattle in final.Ġ032: a sniffing noise in the proto ice melting in final.Ġ033: slightly higher-pitched 0032 in the proto lower-pitched 0032 in finalĠ034: bang/crumpling noise Candy giggling in finalĠ03F-0048, 004A-004F, 0051-0053: DK Arcade SFX, which are much better quality in kiosk (11025 Hz as opposed to the final's 3897)Ġ0A6: Rambi's roar, which is more energetic in finalĠ0A7: sound of Banjo's cuckoo clock in the proto gong in finalĠ0A8: train whistle sound of Cranky's chimney cap in finalĠ0AA: high-pitched yodeling high-pitched slide whistle in finalĠ0AC: horn/noisemaker raspberry in final 9A uses the boss intro followed by the jungle sounds.37 (Bonus intro, plus the sound of a heavy door opening and shutting).27, 52, any of the bonus games (Bonus intro).07, 23, 50, A4 onward (1st Jungle Japes theme). ![]() The maps that don't use the ambient track are: The rest of the music is either not implemented or has been stripped out and replaced. Most (but not all) of the valid maps play the ambient jungle music heard on the logo screen- which is just placeholder data, as there exist a TON of duplicates of this track. Primate Punch gates (obj 0072) and double-door gates (obj 0078) If an entry has an address in the rightmost column, then it may be possible to load the text in-game. This doesn't make any difference in normal gameplay, since invalid exit values just default to 00 anyway it only affects maps without a proper boss room, where the destination can potentially have 4 or more valid exits (such as Hideout Helm). All boss doors (in both versions) lead to exit 04 of their respective maps.*Isles’ boss door count is listed first ( 807446BE), while its other values come after Castle’s.Troff 'n' Scoff Submap Data Kiosk (RAM 806F1DD8, ROM 162DD8)
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