Guest Shadow_wolf Posted November 3, 2005 Share Posted November 3, 2005 nah, have u ever seen a real ship?? like a warship or something?? i think its just a calendar.... then again maybe not, but it doestn seem to stand out.... i mean, the hiden picture in ocarina of time was standing out.. but not this one somehow.. Link to comment Share on other sites More sharing options...
Mr. Krystal Posted November 3, 2005 Author Share Posted November 3, 2005 Those two voice clips of Krystal. Did they have the end movie to go with it? There might, but we currently have no way to play it. There are several sets of files for cutscenes and whole areas that never made it to the final version. We'll keep working, but you can pretty much bet that by the time a functional Gamecube emulator comes out (one that plays games well), those with better skills than mine will have figured out how to extract cutscenes. Link to comment Share on other sites More sharing options...
Guest Cainine Posted November 3, 2005 Share Posted November 3, 2005 Hmm, i hope that it comes out soon, it sounds pretty interesting Link to comment Share on other sites More sharing options...
Dashster Posted November 4, 2005 Share Posted November 4, 2005 Yeah I was kinda thinking something was wrong with that disc since it says NOTHING about it anywhere.. Either way.. That disc is....gone..:{.. Either he gets back his Star Fox Assault game or he finds his memory card. Remember I said he traded star fox assault for 2 GC games to a friend.... So uuh... Hmm..I'll ask him if he can lend it for a while @_@?? We HAVE to find out more about this! Link to comment Share on other sites More sharing options...
EvolutionSFox Posted November 4, 2005 Share Posted November 4, 2005 You guys are crazy... good, this is like a mystery that's waiting to be solved... which it is. Link to comment Share on other sites More sharing options...
Guest Cainine Posted November 4, 2005 Share Posted November 4, 2005 You got that right Link to comment Share on other sites More sharing options...
ranzick Posted November 5, 2005 Share Posted November 5, 2005 that person looks farmiler i that... no it couldnt could it Link to comment Share on other sites More sharing options...
Mr. Krystal Posted November 6, 2005 Author Share Posted November 6, 2005 that person looks farmiler i that... no it couldnt could it Just who are you referring to? Link to comment Share on other sites More sharing options...
ranzick Posted November 6, 2005 Share Posted November 6, 2005 well in all games they always have a caritor that they where going to put in but they always canged their mind so they hide that spare caritor as a poater or something soo if they didnt cange their minds krystal would have been a poster on the great fox and that girl would have been the new caritor in starfox and how do i know these things well i am a game master arnt i Link to comment Share on other sites More sharing options...
Guest Milton Thomas Posted November 6, 2005 Share Posted November 6, 2005 Super Smash Bros. Melee has a few levels in the debug mode you can play on that are not in the main game. Sometimes things are left in from developer testing. If the levels are in there they may be the first maps they used to test the game engine before working on the ones for the retail game. [And for some reason they didnt take them out] Link to comment Share on other sites More sharing options...
Guest Edge Posted November 7, 2005 Share Posted November 7, 2005 I was playing adventures the other day, and I noticed something. When your at the main screen with fox sitting in the chair. If you just leave it there for a minute or two. Fox will look over at the poster. Like "Man, I'm bored.. Ohh pretty!" Link to comment Share on other sites More sharing options...
Mr. Krystal Posted November 7, 2005 Author Share Posted November 7, 2005 I was playing adventures the other day, and I noticed something. When your at the main screen with fox sitting in the chair. If you just leave it there for a minute or two. Fox will look over at the poster. Like "Man, I'm bored.. Ohh pretty!" LOL!!! I must try that sometime. Link to comment Share on other sites More sharing options...
Guest Cainine Posted November 9, 2005 Share Posted November 9, 2005 Nice, Il try that Link to comment Share on other sites More sharing options...
EvolutionSFox Posted November 9, 2005 Share Posted November 9, 2005 I was playing adventures the other day, and I noticed something. When your at the main screen with fox sitting in the chair. If you just leave it there for a minute or two. Fox will look over at the poster. Like "Man, I'm bored.. Ohh pretty!" XD I gotta see this... Link to comment Share on other sites More sharing options...
Mr. Krystal Posted November 10, 2005 Author Share Posted November 10, 2005 Well, Assault finished downloading two days ago. I'm having exactly zero luck with anything. It is much more organized and clean coding than Adventures was. That means, no "gametext.txt" file for you. Here's what little I was able to glean: The file structure looks like this: Folder: attract - Nothing in here... [/list:u] The 76 files total 188 MBs in size. The file extension is ".dsp" which is the same as what was in Metroid Prime, only the Metroid Prime sound player doesn't even recongnize the files. All the other info I could find on the internet talks about DSPs which stands for "Direct Sound Processing." It's implemented in hardware or software filters. As far as I can tell, there is no player or converter for these files (even importing the RAW audio didn't do it), and I tested about 8 different ones sound players/converters. Long story short, I need help converting these. Any thoughts KCat or DZComposer?[/list:u]Folder: bgm - Pretty sure this is the music folder. All the files inside are anywhere from 500 KB to 10 MB, which is about right. (bgm = "background game music" ) Actually, after searching the web for "efb gamecube," it looks more likely to be refering to "embedded frame buffer." No, I don't know what that means.[/list:u]Folder: effect - Contains "effect.efb" which, I'm guessing, is the reason I can't get any sound files to play. If this is a filter/converter for the dsp files, it would explain why even importing RAW audio resulted in complete static. (Sneaky dogs! Folder: fpc - Contains ".fpc" files (and one .bin file). They are also relatively large, ranging from 1 KB to 21 MB. There are 66 files. They could be anything: levels, models, videos, or music. I'm just really not sure.[/list:u] Folder: movie - Ah, now here I made a slight bit of progress. There are several large files ending in ".sfd". These are pre-rendered movies. I haven't gone through all of them, but I think there are enough to account for all of the outside the stage cutscenes and intro video. I was able to play them with Cube Media Player. The sound works perfectly, but the video is horribly bright, pixellated, and weirdly colored. Interestingly, there is one called "dummy.sfd" which is the opening cutscene from the Japanese version (the voices are in Japanese). I think they were using it for practice or whatever. I'll try to upload an mp3 soon. Also, one of my video analysis programs said that these files were mpeg2 video if that's any help. There are also a couple of very small .fpc files, probably aliases.[/list:u] Folder: sc - Contains small (less than 512 K) files ending with .c3d, .cbd, .chd. ".chd" used to be a format for virtual hard drives on arcade machines, but I don't think that's what this is. Every thing here is in threes, each filename has a .c3d, .cbd, and .chd file. The ".cbd" files are always the bigger of the three. I'm thinking that these are the object files, a model, it's movements file, and a status file or something like that. Some of the files look to be levels; others appear to bosses. There are 301 files.[/list:u] Rest are files: .bin, .pac, .dat, .rel, and .nut. Probably the actual game code is here. .nut appears to refer to game textures. .rel appears to refer to the different missions. .dat appears to refer mostly to levels.[/list:u] That's all I know. Maybe you guys have some idea? Link to comment Share on other sites More sharing options...
Dashster Posted November 10, 2005 Share Posted November 10, 2005 that's interesting. They should develop tools for converting all these kind of files. Either way dwight you're slowly revealing more and more stuff. Too bad those side missions were probably beta levels :{.. Link to comment Share on other sites More sharing options...
Guest KCat Posted November 10, 2005 Share Posted November 10, 2005 Long story short, I need help converting these. Any thoughts KCat or DZComposer? I'd really need to check the files myself. DSP typically refers to "Digital Signal Processor" and is used to read digital signals/wave samples and (normally) turn them into analog signals to send to your speakers. A quick Google also shows it stands for "Dynamic Studio Professional module". The first thing I'd do, is open the files in a hex editor and see if there's a 4-byte ASCII (FOURCC-like) marker common among them, then try to determine what the next handful of bytes may be (typically big-endian 32-bit integers are used here, but it could also be bytes or shorts.. lots of trial and error needed). Then look around online to see if there's a similar data format, and a related player/decoder. Link to comment Share on other sites More sharing options...
DZComposer Posted November 10, 2005 Share Posted November 10, 2005 Those DSPs are playable. I have them. As well as a special Winamp plugin. There is no music from FMV cutscenes in there. I have already converted them (though only the ones that didn't have sound effects in them). My host increased my disk and bandwidth by 400% this week (for free too! ) So, I might finally put my MP3s up (many come fromt he DSPs). Link to comment Share on other sites More sharing options...
Mr. Krystal Posted November 10, 2005 Author Share Posted November 10, 2005 Those DSPs are playable. I have them. As well as a special Winamp plugin. Two questions: How? and Where? Link to comment Share on other sites More sharing options...
DZComposer Posted November 11, 2005 Share Posted November 11, 2005 Using a modified version of the Winamp plugin avaiable for Metroid. I got it from someone over IRC. A lot of them are musically redundant, just have sound effects for different non-FMV cutscenes. There are no voices at all in the DSPs. I've already dubbed them into WAV and encoded the WAVs to MP3. The reason I haven't posted them is I fear the bandwidth consumption (Arwing Landing got a Bandwidth Overage from just hosting MP3s of the Nintendo Dream Mini-OST, which is like 5 times fewer songs), but this week Godaddy upgraded everyone so I might just have the room now. Link to comment Share on other sites More sharing options...
Guest KCat Posted December 13, 2005 Share Posted December 13, 2005 ** Warning, long post ** Not much of an update. Just wanted to point out, though, that Rare apparently left a backed up header file on the disk (audio/data/starfox.h.bak). Here's the contents: // // C/C++ MusyX Defines Include // Generated by DolphinExport 13:22:28 7/25/2002 // #define GRPn64_generic 0 #define GRPdinos 1 #define GRPenviro 2 #define GRPmisc 3 #define GRPmonsters 4 #define GRPmovem 5 #define GRPscreen 6 #define GRPskick 7 #define GRPspeech 8 #define GRPtranspo 9 #define GRPweapons 10 #define GRPcloudrunner_fortress 11 #define GRPworld_map 12 #define GRParwing 13 #define GRPmenu 14 #define GRPfootsteps 15 #define GRPthorntails 16 #define GRPstaff_tricks 17 #define GRPamb_blizzard 18 #define GRPamb_mine_caves 19 #define GRPamb_junglenight 20 #define GRPamb_newstorm 21 #define GRPamb_warlockmagic 22 #define GRPamb_city_tombs 23 #define GRPamb_mmpass_alien 24 #define GRPamb_barren 25 #define GRPamb_wcityday 26 #define GRPamb_windydock 27 #define GRPamb_sforestday 28 #define GRPamb_downthewell 29 #define GRPamb_underwater 30 #define GRPamb_crun_dungeon 31 #define GRPseq_swaphol1 32 #define GRPfox_in_water 33 #define GRPfox_vocals 34 #define GRPkrystal_vocals 35 #define GRPsharpclaw 36 #define GRPnew_baddies 37 #define GRPpickups 38 #define GRPamb_galleon_storm 39 #define GRPamb_swaphol_night 40 #define GRPswapstone 41 #define GRPamb_lavapits 42 #define GRPamb_seaside 43 #define GRPamb_inside_galleon 44 #define GRPamb_galleon_outside 45 #define GRPnew_tricky 46 #define GRPamb_asteroids 47 #define GRPfront_end 48 #define GRPspirit 49 #define GRPamb_greatfox_int 50 #define GRPamb_cclaw_caves 51 #define GRPamb_cclaw_gasroom 52 #define GRPpda 53 #define GRPamb_moonlink 54 #define GRPamb_ingame_rain 55 #define GRPandross 56 #define SNGstarfox_map 0 #define SNGstarfox_rwing_1 1 #define SNGstarfox_area_6 2 #define SNGstarfox_fanfare 3 #define SNGewt_chase 4 #define SNGtest_of_combat 5 #define SNGkrazoa_tunnel_2 6 #define SNGkrazoa_tunnel_1 7 #define SNGkrazoa_doors_open 8 #define SNGtest_of_fear 9 #define SNGtest_of_magic 10 #define SNGtest_of_sacrifice 11 #define SNGtest_of_skill 12 #define SNGtest_of_strength 13 #define SNGewt_link 14 #define SNGstarfox_theme 15 #define SNGgalleon_credits 16 #define SNGgalleon_docks 17 #define SNGinside_warlock 18 #define SNGwind_ambi 19 #define SNGback_of_cloudrunner 20 #define SNGcldrnr_walkabout 21 #define SNGcldrnr_tune1 22 #define SNGcldrnr_tune1m 23 #define SNGcldrnr_dungeon 24 #define SNGice_walkaround 25 #define SNGice_sequence1 26 #define SNGice_race 27 #define SNGwin_ice_race 28 #define SNGlose_ice_race 29 #define SNGmammoth_walk 30 #define SNGmenu_page 31 #define SNGguard_theme 32 #define SNGswapstone_circle 33 #define SNGcommunicator 34 #define SNGdrako_3 35 #define SNGdrako_2 36 #define SNGdrako_1 37 #define SNGdark_ice_boss_1 38 #define SNGtrex_boss_1 39 #define SNGvfp_walkabout 40 #define SNGewt_outside 41 #define SNGsurround_test 42 #define SNGoptions_page 43 #define SNGfox_arwing 44 #define SNGtrex_2a 45 #define SNGtrex_hit 46 #define SNGtrex_chase 47 #define SNGgalleon_battle 48 #define SNGcave_trade 49 #define SNGvolcano_fp 50 #define SNGnew_ice_race 51 #define SNGDark_Ice_Lava 52 #define SNGArwing_Crash 53 #define SNGKrazoa_Docks 54 #define SNGKrazoa_Shrine 55 #define SNGCRF_Suspense 56 #define SNGCRF_Bridge 57 #define SNGCRF_Swim 58 #define SNGLFV_Swamp 59 #define SNGCRF_Treasure 60 #define SNGSlow_Motion 61 #define SNGLFV_Strength 62 #define SNGWLC_Chase 63 #define SNGWLC_Corridors 64 #define SNGWLC_Puzzle 65 #define SNGWLC_Chambers 66 #define SNGDIM_Snow 67 #define SNGCC_Visit1 68 #define SNGDIM_Caves 69 #define SNGTTH_Fight 70 #define SNGLVF_Tracking 71 #define SNGMound_Music 72 #define SNGTTH_Night 73 #define SNGDIM_Cavern 74 #define SNGDIM_Cn_Blt 75 #define SNGPU1_Mysterious 76 #define SNGPU2_Heroic 77 #define SNGPU3_Adventure 78 #define SNGDIM_Mines 79 #define SNGBarrels 80 #define SNGSlope 81 #define SNGKP_Text 82 #define SNGKP_Win 83 #define SNGDIM_day 84 #define SNGTeleport 85 #define SNGblizzard 86 #define SNGminecaves 87 #define SNGnightjungle 88 #define SNGnewstorm 89 #define SNGwarlockmagic 90 #define SNGcitytombs 91 #define SNGmmpassalien 92 #define SNGbarren 93 #define SNGwcity_day 94 #define SNGwindydocks 95 #define SNGsforestday 96 #define SNGdownthewell 97 #define SNGunderwater 98 #define SNGcrun_dungeon 99 #define SNGseq_swaphol1 100 #define SNGgalleon_storm 101 #define SNGswaphol_night 102 #define SNGamb_lavapits 103 #define SNGcapeclaw_seaside 104 #define SNGinside_galleon 105 #define SNGgalleon_outside 106 #define SNGasteroids 107 #define SNGgreatfox_int 108 #define SNGcclaw_caves 109 #define SNGcclaw_gasroom 110 #define SNGamb_moonlink 111 #define SNGamb_ingae_rain 112 #define SFXdn_boar1_c 0 #define SFXdn_boar3_c 1 #define SFXdn_earthbref111 2 #define SFXdn_earthbref211 3 #define SFXdn_earthhuff111 4 #define SFXdn_earthhuff211 5 #define SFXdn_earthscream16 6 #define SFXdn_eleph1_c 7 #define SFXdn_gscsc1_c 8 #define SFXdn_gscsc2_c 9 #define SFXdn_rexbreathin11 10 #define SFXdn_rexbreathout11 11 #define SFXdn_rexelctro11 12 #define SFXdn_rexexhale16 13 #define SFXdn_rexfoot11 14 #define SFXdn_rexhurt12 15 #define SFXdn_rexhurt13 16 #define SFXdn_rexroarlng11 17 #define SFXdn_rexroarmed11 18 #define SFXdn_rexroarsht11 19 #define SFXdn_rexthrash11 20 #define SFXdn_rexthrash12 21 #define SFXdn_seal4_c 22 #define SFXdn_boar5_c 23 #define SFXdn_hightop_ambi1 24 #define SFXdn_hightop_ambi2 25 #define SFXdn_hightop_ambi3 26 #define SFXdn_hightop_hurt1 27 #define SFXdn_hightop_hurt2 28 #define SFXdn_hightop_hurt3 29 #define SFXdn_hightop_fstep 30 #define SFXen_barrelblow11 31 #define SFXen_birdymornin11 32 #define SFXen_birdynight11 33 #define SFXen_blkscrp6 34 #define SFXen_cavedirt22 35 #define SFXen_cvdrip1c 36 #define SFXen_cvdrip4c 37 #define SFXen_fireup_c 38 #define SFXen_frbhit_6 39 #define SFXen_gland2_c 40 #define SFXen_icecrk16 41 #define SFXen_leafrustler16 42 #define SFXen_lflsh1_c 43 #define SFXen_lflsh2_b 44 #define SFXen_lflsh3_c 45 #define SFXen_liftstpc 46 #define SFXen_littletink22 47 #define SFXen_majring2 48 #define SFXen_mazewall 49 #define SFXen_mushrele16 50 #define SFXen_mushsporedisp22 51 #define SFXen_nlite1_c 52 #define SFXen_ripefruit11 53 #define SFXen_rockshat16 54 #define SFXen_sbalhis6 55 #define SFXen_scrap1_c 56 #define SFXen_sdrstp_c 57 #define SFXen_stite1_c 58 #define SFXen_tranch_6 59 #define SFXen_treedrum16 60 #define SFXen_trpopn_c 61 #define SFXen_twiggysnap11 62 #define SFXen_diallp_c 63 #define SFXen_firlp6 64 #define SFXen_forcecryslp11 65 #define SFXen_gasleak 66 #define SFXen_grumb4_c 67 #define SFXen_lpcrk2_c 68 #define SFXen_lwfl1_c 69 #define SFXen_mossyloop16 70 #define SFXen_neonbuzzlp16 71 #define SFXen_rfall5_c 72 #define SFXen_treadlpc 73 #define SFXen_weetinklp22 74 #define SFXen_weetinkoneshot 75 #define SFXen_riverloop11 76 #define SFXen_trpcls_c 77 #define SFXen_generic_placeobj 78 #define SFXen_gate_squeak 79 #define SFXen_gate_stops 80 #define SFXen_bridge_extends_lp 81 #define SFXen_bridge_stops 82 #define SFXen_celldoor_opens 83 #define SFXen_flybuzz_loop 84 #define SFXen_statue_waterfall 85 #define SFXen_statue_wave 86 #define SFXen_waterblock_wave 87 #define SFXen_waterblock_stop 88 #define SFXen_tiles_lightup 89 #define SFXen_tile_buzzlp 90 #define SFXen_ocean_beamlp 91 #define SFXen_waterblock_hit 92 #define SFXen_lrope_powerup 93 #define SFXen_lrope_powerdown 94 #define SFXms_holorays16 95 #define SFXms_roboshield 96 #define SFXms_baddie_beamin 97 #define SFXms_windlift_loop 98 #define SFXmn_cling01 99 #define SFXmn_cling02 100 #define SFXmn_cling03 101 #define SFXmn_craterspit11 102 #define SFXmn_dimbos16 103 #define SFXmn_dimbos26 104 #define SFXmn_dimbos36 105 #define SFXmn_dimbos46 106 #define SFXmn_dimexp01 107 #define SFXmn_dimprup6 108 #define SFXmn_dimraw26 109 #define SFXmn_dimraw36 110 #define SFXmn_dimraw56 111 #define SFXmn_dimspit6 112 #define SFXmn_eggylaugh116 113 #define SFXmn_eggylaugh216 114 #define SFXmn_heart1_c 115 #define SFXmn_impyflap16 116 #define SFXmn_lummy111 117 #define SFXmn_lummy211 118 #define SFXmn_lummy311 119 #define SFXmn_spdrcollapse11 120 #define SFXmn_spdrmove11 121 #define SFXmn_spithit6 122 #define SFXmn_swatk4_6 123 #define SFXmn_swdvot_c 124 #define SFXmn_crusty9c 125 #define SFXmn_sml_trex_fstep 126 #define SFXmn_sml_trex_roar 127 #define SFXmn_sml_trex_snap1 128 #define SFXmn_sml_trex_snap2 129 #define SFXmn_sml_trex_snap3 130 #define SFXmv_bflconc1 131 #define SFXmv_blkhit_c 132 #define SFXmv_bodyf2_c 133 #define SFXmv_bodyf4_c 134 #define SFXmv_cagerat01 135 #define SFXmv_cagesqk11 136 #define SFXmv_canras_c 137 #define SFXmv_cogstr_c 138 #define SFXmv_curtainopen16 139 #define SFXmv_deaththud16 140 #define SFXmv_dinostomp1 141 #define SFXmv_dive4_c 142 #define SFXmv_gdtur2_c 143 #define SFXmv_icesmash16 144 #define SFXmv_ladderslide16 145 #define SFXmv_persquk1 146 #define SFXmv_persquk2 147 #define SFXmv_roothack16 148 #define SFXmv_ropecreak22 149 #define SFXmv_sliftstop11 150 #define SFXmv_tumbleweed16 151 #define SFXmv_vineclimb116 152 #define SFXmv_wickdestroy16 153 #define SFXmv_wickhit16 154 #define SFXmv_wickpickup16 155 #define SFXmv_cagelp_c 156 #define SFXmv_curtainloop16 157 #define SFXmv_liftloop 158 #define SFXmv_mushdizzylp12 159 #define SFXmv_propsp_6 160 #define SFXmv_sliftloop11 161 #define SFXmv_torclp_6 162 #define SFXmv_curtainrustle 163 #define SFXmv_cflap2_c 164 #define SFXmv_blockscrape_lp 165 #define SFXmv_missingcog_lp 166 #define SFXmv_totem_slide 167 #define SFXmv_totem_stop 168 #define SFXmv_totem_rotate 169 #define SFXsc_cam90_c 170 #define SFXsc_eatthefood16 171 #define SFXsc_gemrun0122 172 #define SFXsc_gemrun0222 173 #define SFXsc_gemrun0522 174 #define SFXsc_gemrun1022 175 #define SFXsc_lockedon22 176 #define SFXsc_lockoff22 177 #define SFXsc_menuups16k 178 #define SFXsc_mpick1_b 179 #define SFXsc_npu_116 180 #define SFXsc_npu_216 181 #define SFXsc_objselectyeah22 182 #define SFXsc_projhitneg22 183 #define SFXsc_scablong32 184 #define SFXsc_scablongish32 185 #define SFXsc_scabshort32 186 #define SFXsc_scabshortish32 187 #define SFXsc_commsbleep 188 #define SFXsc_lockon22 189 #define SFXsc_clock_loop 190 #define SFXsc_clock_timesup 191 #define SFXsc_text_appears_lp 192 #define SFXsc_nolock 193 #define SFXsc_shop_priceup 194 #define SFXsc_shop_pricedown 195 #define SFXsc_headcam_in 196 #define SFXsc_headcam_out 197 #define SFXsc_strafe_active 198 #define SFXsc_lockon2_on 199 #define SFXsc_lockon2_off 200 #define SFXsc_lockon3_on 201 #define SFXsc_lockon3_off 202 #define SFXsc_lifeforcedoor 203 #define SFXsc_golfbar_swipe 204 #define SFXsc_fox_commbeep 205 #define SFXsc_lowoxy_beep 206 #define SFXsc_fox_commdown 207 #define SFXsc_negative 208 #define SFXsk_bapt11_c 209 #define SFXsk_baptr1_c 210 #define SFXsk_baptr6_c 211 #define SFXsk_baptr9_c 212 #define SFXsk_planteater11 213 #define SFXsk_toysq2_c 214 #define SFXsk_trbark1 215 #define SFXsk_trbark2 216 #define SFXsk_trbark3 217 #define SFXsk_trbrth1 218 #define SFXsk_trbrth2 219 #define SFXsk_trbrth3 220 #define SFXsk_trgrwl1 221 #define SFXsk_trgrwl2 222 #define SFXsk_trwhin1 223 #define SFXsk_trwhin2 224 #define SFXsk_trwhin3 225 #define SFXsk_trwhin4 226 #define SFXsk_doggydig11 227 #define SFXsp_literun111 228 #define SFXsp_literun112 229 #define SFXsp_literun113 230 #define SFXsp_literun114 231 #define SFXsp_literun115 232 #define SFXsp_literun116 233 #define SFXsp_literun117 234 #define SFXsp_rgarb3_c 235 #define SFXsp_rgarb4_c 236 #define SFXsp_sabrepush161 237 #define SFXsp_sabrepush162 238 #define SFXsp_sabrepush163 239 #define SFXsp_sabrepush164 240 #define SFXsp_sa_climb01 241 #define SFXsp_sa_climb02 242 #define SFXsp_sa_def01 243 #define SFXsp_sa_def02 244 #define SFXsp_sa_def03 245 #define SFXsp_sa_fall01 246 #define SFXsp_sa_jump01 247 #define SFXsp_sa_jump02 248 #define SFXsp_sa_jump03 249 #define SFXsp_sa_off01 250 #define SFXsp_sa_off02 251 #define SFXsp_sa_off03 252 #define SFXsp_sa_wall01 253 #define SFXsp_sa_wall02 254 #define SFXsp_snrin2_c 255 #define SFXsp_snrot1_c 256 #define SFXsp_trickyshout16 257 #define SFXqu_longsob1 258 #define SFXqu_longsob2 259 #define SFXqu_shortsob1 260 #define SFXqu_shortsob2 261 #define SFXsp_lf_mutter1 262 #define SFXsp_lf_mutter2 263 #define SFXsp_lf_mutter3 264 #define SFXsp_lf_mutter4 265 #define SFXsp_skeep_mumb1 266 #define SFXsp_skeep_mumb2 267 #define SFXsp_skeep_mumb3 268 #define SFXsp_skeep_mumb4 269 #define SFXsp_mam_getmeout 270 #define SFXsp_guardian_call1 271 #define SFXsp_guardian_call2 272 #define SFXsp_lfoot_treasure 273 #define SFXsp_lfoot_taunt2 274 #define SFXsp_lfoot_taunt3 275 #define SFXsp_lfoot_taunt4 276 #define SFXsp_lfoot_taunt5 277 #define SFXsp_lfoot_taunt6 278 #define SFXsp_lfoot_taunt7 279 #define SFXsp_crun_help1 280 #define SFXsp_crun_help2 281 #define SFXsp_htop_hurry1 282 #define SFXsp_htop_hurry2 283 #define SFXtr_cnpltht1 284 #define SFXtr_cnshot6 285 #define SFXtr_cnflyby6 286 #define SFXtr_cndrht11 287 #define SFXtr_jwhinelp16 288 #define SFXtr_rhum2_c 289 #define SFXtr_jrumbalp 290 #define SFXtr_cndrlp11 291 #define SFXtr_cnplarlp 292 #define SFXtr_bcrek2_c 293 #define SFXtr_bcrek1_c 294 #define SFXtr_gal_rumblelp11 295 #define SFXtr_gal_sailflap1 296 #define SFXtr_gal_sailflap2 297 #define SFXtr_gal_sailflap3 298 #define SFXtr_gal_crateslide 299 #define SFXtr_gal_lightning 300 #define SFXtr_gal_doorslide 301 #define SFXtr_gal_prophit 302 #define SFXtr_jbike_rockhit 303 #define SFXtr_jbike_snowhit 304 #define SFXtr_barrelgrabber_suck 305 #define SFXtr_barrelgrabber_grab 306 #define SFXtr_barrelgrabber_eloop 307 #define SFXtr_jbike_bombbeep 308 #define SFXtr_jbike_snowspray 309 #define SFXtr_jbike_boost 310 #define SFXtr_jbike_whine2 311 #define SFXtr_gal_prophitbird 312 #define SFXtr_jbike_sclaweng 313 #define SFXtr_jbike_lowfuel 314 #define SFXtr_jbike_basketcrash 315 #define SFXwp_beamfizz16 316 #define SFXwp_beamgenlp16 317 #define SFXwp_beamhit16 318 #define SFXwp_blaserflyby16 319 #define SFXwp_blaserhit16 320 #define SFXwp_blaserrecoil16 321 #define SFXwp_blasershot11 322 #define SFXwp_cahit2_c 323 #define SFXwp_crthit6 324 #define SFXwp_crtsmsh6 325 #define SFXwp_dsmk2_c 326 #define SFXwp_espar5_c 327 #define SFXwp_espk2_c 328 #define SFXwp_fball2_c 329 #define SFXwp_gcexp1_c 330 #define SFXwp_gcfir1_c 331 #define SFXwp_hitpos_6 332 #define SFXwp_mpwru1 333 #define SFXwp_mzap2_c 334 #define SFXwp_pole1_c 335 #define SFXwp_pswordhit22 336 #define SFXwp_robolaser16 337 #define SFXwp_rolovr_6 338 #define SFXwp_rserv1_c 339 #define SFXwp_rserv2_c 340 #define SFXwp_sexpl2_c 341 #define SFXwp_simp1_c 342 #define SFXwp_sswsh1_c 343 #define SFXwp_sswsh2_c 344 #define SFXwp_sswsh3_c 345 #define SFXwp_stapo1_b 346 #define SFXwp_stftest122 347 #define SFXwp_stftest222 348 #define SFXwp_stftest322 349 #define SFXwp_stpos4_b 350 #define SFXwp_swddirt16 351 #define SFXwp_swdhit16 352 #define SFXwp_swdout1 353 #define SFXwp_swdstone16 354 #define SFXwp_swdtest122 355 #define SFXwp_swdtest222 356 #define SFXwp_swdtest322 357 #define SFXwp_swdwood16 358 #define SFXwp_swtst1_c 359 #define SFXwp_whit3_c 360 #define SFXwp_whiz3_c 361 #define SFXwp_gprop2_c 362 #define SFXwp_iceywindlp16 363 #define SFXwp_jetlp2_c 364 #define SFXwp_mflop7_c 365 #define SFXwp_mfin2_c 366 #define SFXwp_roboalarm 367 #define SFXwp_fox_kick1 368 #define SFXwp_fox_kick2 369 #define SFXwp_barrel_bounce1 370 #define SFXwp_barrel_bounce2 371 #define SFXwp_barrel_bounce3 372 #define SFXwp_ice_freeze 373 #define SFXwp_ice_smash 374 #define SFXcrf_babyreply 375 #define SFXcrf_babyambi1 376 #define SFXcrf_babyambi2 377 #define SFXcrf_babyambi3 378 #define SFXcrf_babyflute 379 #define SFXwmap_greatfox_lp 380 #define SFXwmap_swoosh 381 #define SFXwmap_name 382 #define SFXwmap_deselect 383 #define SFXwmap_select 384 #define SFXwmap_nameoff 385 #define SFXwmap_arwingflyby 386 #define SFXar_awghitobj16 387 #define SFXar_badhit16 388 #define SFXar_barrel16 389 #define SFXar_bblast16 390 #define SFXar_blaunch16 391 #define SFXar_boost16 392 #define SFXar_brakes16 393 #define SFXar_deflect16 394 #define SFXar_englp16 395 #define SFXar_laser116 396 #define SFXar_laser216 397 #define SFXar_laser316 398 #define SFXar_lsrhitobj16 399 #define SFXar_smallenergy_pickup 400 #define SFXar_largeenergy_pickup 401 #define SFXar_ring_pickup 402 #define SFXar_generic_pickup 403 #define SFXar_bomb_pickup 404 #define SFXar_laser_pickup 405 #define SFXar_noboost 406 #define SFXar_warningloop 407 #define SFXmenu_fox_inventory_up 408 #define SFXmenu_fox_exit 409 #define SFXmenu_fox_scrolls 410 #define SFXmenu_fox_select 411 #define SFXmenu_fox_sidekick_up 412 #define SFXmenu_fox_weapons_up 413 #define SFXmenu_spin 414 #define SFXmenu_pause_up 415 #define SFXmenu_pause_down 416 #define SFXmenu_assign_to_y 417 #define SFXmenu_fend_forward 418 #define SFXmenu_fend_back 419 #define SFXmenu_fend_name 420 #define SFXmenu_pause_hliteup 421 #define SFXmenu_pause_hlitedown 422 #define SFXfoot_dirt_walk_1 423 #define SFXfoot_dirt_walk_2 424 #define SFXfoot_dirt_walk_3 425 #define SFXfoot_dirt_walk_4 426 #define SFXfoot_dirt_run_1 427 #define SFXfoot_dirt_run_2 428 #define SFXfoot_dirt_run_3 429 #define SFXfoot_dirt_run_4 430 #define SFXfoot_stone_walk_1 431 #define SFXfoot_stone_walk_2 432 #define SFXfoot_stone_walk_3 433 #define SFXfoot_stone_walk_4 434 #define SFXfoot_stone_run_1 435 #define SFXfoot_stone_run_2 436 #define SFXfoot_stone_run_3 437 #define SFXfoot_stone_run_4 438 #define SFXfoot_snow_walk_1 439 #define SFXfoot_snow_walk_2 440 #define SFXfoot_snow_walk_3 441 #define SFXfoot_snow_walk_4 442 #define SFXfoot_snow_run_1 443 #define SFXfoot_snow_run_2 444 #define SFXfoot_snow_run_3 445 #define SFXfoot_snow_run_4 446 #define SFXfoot_wood_walk_1 447 #define SFXfoot_wood_walk_2 448 #define SFXfoot_wood_walk_3 449 #define SFXfoot_wood_walk_4 450 #define SFXfoot_wood_run_1 451 #define SFXfoot_wood_run_2 452 #define SFXfoot_wood_run_3 453 #define SFXfoot_wood_run_4 454 #define SFXfoot_water_walk_1 455 #define SFXfoot_water_walk_2 456 #define SFXfoot_water_walk_3 457 #define SFXfoot_water_walk_4 458 #define SFXfoot_water_run_1 459 #define SFXfoot_water_run_2 460 #define SFXfoot_water_run_3 461 #define SFXfoot_water_run_4 462 #define SFXfoot_dirt_land 463 #define SFXfoot_dirt_scuff 464 #define SFXfoot_snow_land 465 #define SFXfoot_snow_scuff 466 #define SFXfoot_stone_land 467 #define SFXfoot_stone_scuff 468 #define SFXfoot_wood_land 469 #define SFXfoot_wood_scuff 470 #define SFXfoot_climb_1 471 #define SFXfoot_climb_2 472 #define SFXfoot_climb_3 473 #define SFXfoot_climb_4 474 #define SFXfoot_ladder1 475 #define SFXfoot_ladder2 476 #define SFXfoot_ladder3 477 #define SFXfoot_ladder4 478 #define SFXfox_standsup 479 #define SFXfoot_crawl1 480 #define SFXfoot_crawl2 481 #define SFXfoot_crawl3 482 #define SFXfoot_crawl4 483 #define SFXfox_bigfallcrunch 484 #define SFXfoot_ice_walk_1 485 #define SFXfoot_ice_walk_2 486 #define SFXfoot_ice_walk_3 487 #define SFXfoot_ice_walk_4 488 #define SFXfoot_ice_run_1 489 #define SFXfoot_ice_run_2 490 #define SFXfoot_ice_run_3 491 #define SFXfoot_ice_run_4 492 #define SFXfoot_metal_walk_1 493 #define SFXfoot_metal_walk_2 494 #define SFXfoot_metal_walk_3 495 #define SFXfoot_metal_walk_4 496 #define SFXfoot_metal_run_1 497 #define SFXfoot_metal_run_2 498 #define SFXfoot_metal_run_3 499 #define SFXfoot_metal_run_4 500 #define SFXfoot_metal_scuff 501 #define SFXfoot_metal_land 502 #define SFXfoot_ice_scuff 503 #define SFXchar_on_firelp 504 #define SFXchar_puts_out_fire 505 #define SFXfoot_run_jingle1 506 #define SFXfoot_run_jingle2 507 #define SFXfoot_run_jingle3 508 #define SFXfoot_run_jingle4 509 #define SFXfoot_dinostep 510 #define SFXfoot_shallow_splash 511 #define SFXfoot_char_wallbump 512 #define SFXfoot_water_roll 513 #define SFXthorntail_annoyed1 514 #define SFXthorntail_annoyed2 515 #define SFXthorntail_snore_in 516 #define SFXthorntail_snore_out 517 #define SFXthorntail_chew1 518 #define SFXthorntail_chew2 519 #define SFXmammoth_snowstep 520 #define SFXmammoth_annoyed 521 #define SFXmammoth_attacks 522 #define SFXmammoth_suck 523 #define SFXmammoth_slurp 524 #define SFXmammoth_woodstep 525 #define SFXthorntail_footstep 526 #define SFXthorntail_injured1 527 #define SFXthorntail_injured2 528 #define SFXthorntail_snort1 529 #define SFXthorntail_snort2 530 #define SFXttail_queen_breathin 531 #define SFXttail_queen_breathout 532 #define SFXhightop_call1 533 #define SFXhightop_call2 534 #define SFXmammoth_annoyed2 535 #define SFXmammoth_breath1 536 #define SFXmammoth_breath2 537 #define SFXmammoth_huff1 538 #define SFXmammoth_huff2 539 #define SFXmammoth_dirtstep 540 #define SFXmammoth_grunt1 541 #define SFXmammoth_grunt2 542 #define SFXmammoth_grunt3 543 #define SFXstaff_boulder_drops 544 #define SFXstaff_boulder_move1 545 #define SFXstaff_boulder_move2 546 #define SFXstaff_quake_powerup 547 #define SFXstaff_quake_strike 548 #define SFXstaff_rocket_boost 549 #define SFXstaff_rocket_hitdirt 550 #define SFXstaff_rocket_powerup 551 #define SFXstaff_boulder_prise 552 #define SFXstaff_rapidfire 553 #define SFXrecrate_hit 554 #define SFXrecrate_smash 555 #define SFXstaff_lever 556 #define SFXstaff_slidein 557 #define SFXstaff_stoneflip 558 #define SFXstaff_slideout 559 #define SFXstaff_swipes_short 560 #define SFXstaff_swipes_long 561 #define SFXdoor_unlocked 562 #define SFXdoor_creak 563 #define SFXstaff_proj_select 564 #define SFXstaff_proj_putaway 565 #define SFXstaff_proj_outofmagic 566 #define SFXfox_treadwater122 567 #define SFXfox_treadwater222 568 #define SFXfox_treadwater322 569 #define SFXfox_treadwater422 570 #define SFXfox_swimstroke122 571 #define SFXfox_swimstroke222 572 #define SFXfox_swimstroke322 573 #define SFXfox_swimstroke422 574 #define SFXfox_outofwater122 575 #define SFXwatery_lap1 576 #define SFXwatery_lap2 577 #define SFXwatery_lap3 578 #define SFXwatery_bubble1 579 #define SFXwatery_bubble2 580 #define SFXwatery_bubble3 581 #define SFXfox_bigfallgrunt1 582 #define SFXfox_bigfallgrunt2 583 #define SFXfox_cough1 584 #define SFXfox_cough2 585 #define SFXfox_bigfallrecover1 586 #define SFXfox_fightbreath1 587 #define SFXfox_fightbreath2 588 #define SFXfox_fightbreath3 589 #define SFXfox_fightbreath4 590 #define SFXfox_roll1 591 #define SFXfox_roll2 592 #define SFXfox_roll3 593 #define SFXfox_roll4 594 #define SFXfox_runbreath1 595 #define SFXfox_runbreath2 596 #define SFXfox_runbreath3 597 #define SFXfox_quakecry1 598 #define SFXfox_watergasp1 599 #define SFXfox_climbgrunt1 600 #define SFXfox_climbgrunt2 601 #define SFXfox_climbgrunt3 602 #define SFXfox_climbgrunt4 603 #define SFXfox_healthgasp1 604 #define SFXfox_healthgasp2 605 #define SFXfox_healthgasp3 606 #define SFXfox_healthgasp4 607 #define SFXfox_cough3 608 #define SFXfox_cough4 609 #define SFXfoxcom_decoy 610 #define SFXfoxcom_find 611 #define SFXfoxcom_flame 612 #define SFXfoxcom_gogetit 613 #define SFXfoxcom_heel 614 #define SFXfoxcom_stay 615 #define SFXkr_impact1 616 #define SFXkr_impact2 617 #define SFXkr_impact3 618 #define SFXkr_jump1 619 #define SFXkr_jump2 620 #define SFXkr_jump3 621 #define SFXkr_panting1 622 #define SFXkr_panting2 623 #define SFXkr_pullup1 624 #define SFXkr_pullup2 625 #define SFXkr_scream1 626 #define SFXkr_climb1 627 #define SFXkr_climb2 628 #define SFXkr_land1 629 #define SFXkr_land2 630 #define SFXsc_attack01 631 #define SFXsc_attack02 632 #define SFXsc_attack03 633 #define SFXsc_attack04 634 #define SFXsc_death01 635 #define SFXsc_death02 636 #define SFXsc_gethit01 637 #define SFXsc_gethit02 638 #define SFXsc_gethit03 639 #define SFXsc_gethit04 640 #define SFXsc_mumble01 641 #define SFXsc_mumble02 642 #define SFXsc_mumble03 643 #define SFXsc_snort01 644 #define SFXsc_snort02 645 #define SFXsc_snort03 646 #define SFXsc_snort04 647 #define SFXsc_spotfox01 648 #define SFXsc_spotfox02 649 #define SFXsc_spotfox03 650 #define SFXsc_spotfox04 651 #define SFXsc_clubhit01 652 #define SFXsc_clubhit02 653 #define SFXsc_clubswipe 654 #define SFXsc_walkstep 655 #define SFXsc_runstep 656 #define SFXbaddie_zyck_call01 657 #define SFXbaddie_zyck_call02 658 #define SFXbaddie_zyck_call03 659 #define SFXbaddie_zyck_death 660 #define SFXbaddie_zyck_lash 661 #define SFXbaddie_zyck_strike 662 #define SFXbaddie_kooshy_call 663 #define SFXbaddie_kooshy_death 664 #define SFXbaddie_kooshy_hit 665 #define SFXbaddie_mika_bombaway 666 #define SFXbaddie_mika_cackle 667 #define SFXbaddie_mika_bombwhistle 668 #define SFXbaddie_mika_wingflap 669 #define SFXbaddie_mika_death 670 #define SFXbaddie_pinpon_launch 671 #define SFXbaddie_rach_bite 672 #define SFXbaddie_rach_call1 673 #define SFXbaddie_rach_call2 674 #define SFXbaddie_rach_call3 675 #define SFXbaddie_rach_death 676 #define SFXbaddie_eba_death 677 #define SFXbaddie_eba_hit 678 #define SFXbaddie_eba_leavesclose 679 #define SFXbaddie_eba_leavesopen 680 #define SFXbaddie_eba_pollenspin 681 #define SFXbaddie_eba_pollenspit 682 #define SFXbaddie_vambat_attack 683 #define SFXbaddie_vambat_death 684 #define SFXbaddie_weev_attack 685 #define SFXbaddie_weev_death 686 #define SFXbaddie_weev_hit 687 #define SFXbaddie_weev_move 688 #define SFXbaddie_hits_fox 689 #define SFXbaddie_gets_hit 690 #define SFXbaddie_invin_hit 691 #define SFXbaddie_eba_bigswipe 692 #define SFXbaddie_eba_smallswipe1 693 #define SFXbaddie_eba_smallswipe2 694 #define SFXbaddie_kalda_distress 695 #define SFXbaddie_haga_spin 696 #define SFXbaddie_haga_talk1 697 #define SFXbaddie_haga_talk2 698 #define SFXbaddie_haga_talk3 699 #define SFXbaddie_haga_death 700 #define SFXbaddie_blooplaugh1 701 #define SFXbaddie_blooplaugh2 702 #define SFXbaddie_blooplaugh3 703 #define SFXbaddie_eggsnatch_movelp 704 #define SFXbaddie_eggsnatch_sniff1 705 #define SFXbaddie_eggsnatch_sniff2 706 #define SFXbaddie_eggsnatch_sniff3 707 #define SFXbaddie_eggsnatch_sniff4 708 #define SFXbaddie_eggsnatch_carry1 709 #define SFXbaddie_eggsnatch_carry2 710 #define SFXbaddie_eggsnatch_carry3 711 #define SFXbaddie_eggsnatch_carry4 712 #define SFXbaddie_eggsnatch_eggslide 713 #define SFXbaddie_crater_call 714 #define SFXbaddie_eggsnatch_start1 715 #define SFXbaddie_eggsnatch_start2 716 #define SFXbaddie_eggsnatch_start3 717 #define SFXbaddie_eggsnatch_start4 718 #define SFXbaddie_mush_windup 719 #define SFXbarrelgen_slide 720 #define SFXbarrel_putdown 721 #define SFXbombplant_grows 722 #define SFXbombplant_woompf 723 #define SFXobject_pickup 724 #define SFXbarrel_throw 725 #define SFXmoonseed_grows 726 #define SFXbarrel_timerbeep 727 #define SFXscarab_runloop 728 #define SFXpk_fruit_lands 729 #define SFXpk_staff_fizz 730 #define SFXpk_fuelcell_fizz 731 #define SFXpk_moonseed_rattle 732 #define SFXpk_moonseed_plant 733 #define SFXpk_lightcritter_lp 734 #define SFXswapstone_move_long 735 #define SFXswapstone_move_short 736 #define SFXswapstone_breathein 737 #define SFXswapstone_breatheout 738 #define SFXswapstone_handhit 739 #define SFXswapstone_mumble 740 #define SFXswapstone_yawn 741 #define SFXnewtricky_01a 742 #define SFXnewtricky_01b 743 #define SFXnewtricky_01c 744 #define SFXnewtricky_01d 745 #define SFXnewtricky_01e 746 #define SFXnewtricky_01f 747 #define SFXnewtricky_01g 748 #define SFXnewtricky_01h 749 #define SFXnewtricky_01i 750 #define SFXnewtricky_01j 751 #define SFXnewtricky_01k 752 #define SFXnewtricky_01l 753 #define SFXnewtricky_01m 754 #define SFXnewtricky_01n 755 #define SFXnewtricky_01o 756 #define SFXnewtricky_01p 757 #define SFXnewtricky_01q 758 #define SFXnewtricky_01r 759 #define SFXnewtricky_01s 760 #define SFXnewtricky_01t 761 #define SFXnewtricky_01u 762 #define SFXnewtricky_01v 763 #define SFXnewtricky_01w 764 #define SFXnewtricky_01x 765 #define SFXnewtricky_01y 766 #define SFXnewtricky_ahhcomeon 767 #define SFXnewtricky_snore_in 768 #define SFXnewtricky_snore_out 769 #define SFXnewtricky_tooscared 770 #define SFXnewtricky_help1 771 #define SFXnewtricky_help2 772 #define SFXnewtricky_help3 773 #define SFXnewtricky_help4 774 #define SFXfend_fox_keytap1 775 #define SFXfend_fox_keytap2 776 #define SFXfend_fox_keytap3 777 #define SFXfend_pep_wakeup 778 #define SFXfend_rob_servo1 779 #define SFXfend_rob_servo2 780 #define SFXfend_slip_kickbox 781 #define SFXfend_pep_snorein 782 #define SFXfend_pep_snoreout 783 #define SFXfend_slip_commsloop 784 #define SFXfend_rob_armout 785 #define SFXfend_rob_armin 786 #define SFXfend_rob_wave 787 #define SFXfend_rob_beep1 788 #define SFXfend_rob_beep2 789 #define SFXfend_rob_beep3 790 #define SFXfened_pep_yawn 791 #define SFXfend_slip_fingersnap 792 #define SFXspirit_basketspin 793 #define SFXspirit_voice1 794 #define SFXspirit_voice2 795 #define SFXspirit_voice3 796 #define SFXspirit_voice4 797 #define SFXspirit_pool_wobble1 798 #define SFXspirit_pool_wobble2 799 #define SFXpda_turnon 800 #define SFXpda_turnoff 801 #define SFXpda_scroll 802 #define SFXpda_scanup 803 #define SFXpda_scandown 804 #define SFXpda_mapzoom 805 #define SFXpda_fper_move 806 #define SFXpda_fper_camon 807 #define SFXpda_fper_camoff 808 #define SFXpda_compassbeep 809 #define SFXand_swipe1 810 #define SFXand_swipe2 811 #define SFXand_missilelaunch 812 #define SFXand_suck_lp 813 #define SFXand_ring_lp 814 #define SFXand_chompf 815 #define SFXand_asterflyby_lp 816 #define SFXand_missileloop 817 #define SFXand_roar1 818 #define SFXand_falcoflyby 819 #define SFXand_spitout 820 #define SFXdrak_mineloop 821 #define SFXand_laugh 822 #define SFXand_youlose 823 #define SFXdrak_pain1 824 #define SFXdrak_pain2 825 #define SFXdrak_roar1 826 #define SFXdrak_roar2 827 Interesting to note, there's two entries for the Ice Race music, SNGice_race and SNGnew_ice_race (and having the original Ice Race tune, I can say yeah, they are very different; curious that there's two entries, though.. wonder if the original is still in there). A few I find interesting are GRPn64_generic, SNGwarlockmagic, SNGinside_warlock, SNGtest_of_magic, and SNGtest_of_sacrifice. Link to comment Share on other sites More sharing options...
Mr. Krystal Posted December 13, 2005 Author Share Posted December 13, 2005 Are these listings of tracks available? Can they be decoded? Link to comment Share on other sites More sharing options...
Guest KCat Posted December 14, 2005 Share Posted December 14, 2005 The music stuff is probably in the audio/ directory. I wouldn't doubt it to be mainly in midi.wad, which definitely looks like a chunk-based file. Unfortunately the .wad file is not the format as used in the Doom games, so it's not so easy to decode. I'm also not familiar with the MusyX tool, so I don't know if it'll be that easy to play once decoded, either. Link to comment Share on other sites More sharing options...
Guest Fara_Phoenix Posted December 24, 2005 Share Posted December 24, 2005 Looks like a pic of me, actually. Fara Phoenix, A Fennic Fox Anthro featured in Starfox Comic strips by Nintendo back in the 1990's. She was Fox's supposed Main Squeeze, though she never appeared in any games. Comic scans can be found at Arwing Landing, another fansite. http://arwinglanding.net/ Check the Comics Section there in the Gallery, compare with the image. Link to comment Share on other sites More sharing options...
Guest SDI Posted December 24, 2005 Share Posted December 24, 2005 Fara Phoenix doesn't have hair. Link to comment Share on other sites More sharing options...
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