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Super Monkey Ball Adventure









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Super Monkey Ball Adventure



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Title Screen


Super Monkey Ball Adventure

Developer:
Traveller's Tales
Publisher:
Sega
Platforms: GameCube,
PlayStation 2,
PlayStation Portable
Released in US: August 1, 2006 (GCN), August 1, 2006 (PS2), August 29, 2006 (PSP)
Released in EU: July 14, 2006 (GCN), June 30, 2006 (PS2), June 30, 2006 (PSP)




AreasIcon.png This game has unused areas.
DevTextIcon.png This game has hidden development-related text.
MovieIcon.png This game has unused cinematics.
ItemsIcon.png This game has unused items.
MusicIcon.png This game has unused music.
SoundIcon.png This game has unused sounds.
TextIcon.png This game has unused text.
DebugIcon.png This game has debugging material.




NotesIcon.pngThis game has a notes page


Super Monkey Ball Adventure is a sequel to the highly popular game Super Monkey Ball 2. This new installment featured a full story mode with multiple worlds to go around and do things in. This particular game received huge amounts of negative reception due to its poor controls, poor story and lesser emphasis on the actual platform gameplay.





Hmmm...

To do:
Figure out how to access the debug mode


Contents




  • 1 Unused Audio


    • 1.1 Unused Music


    • 1.2 Unused Sounds




  • 2 Unused FMV


  • 3 Unused Text


  • 4 Internal Level Names


  • 5 Development Text


    • 5.1 Development Logs




  • 6 Build Dates


  • 7 Crash Debugger


  • 8 Unused Levels


    • 8.1 MH_EverDecreasing


    • 8.2 MT_EverDecreasing


    • 8.3 P02_EverDecreasing


    • 8.4 P16_Sega


    • 8.5 p50_Stingray


    • 8.6 s1_2_holo


    • 8.7 s3_3_stones


    • 8.8 s5_2_freefall


    • 8.9 ZT_EverDecreasing




  • 9 Porting Differences




Unused Audio


Unused Music



The main theme from Super Monkey Ball.





The storm theme from Super Monkey Ball.






A couple of unused songs likely meant for a mission.











A bunch of unused jingles from Super Monkey Ball 2.


Unused Sounds







Some unused announcer voice clips that likely would've been used in the main menu.







Some unused announcer voice clips that likely would've been used in some of the mini games.













Some unused announcer voice clips. Since you can play up to 6 rounds in a mini game, the voice clips for rounds 7 through 15 are never used.







Some unused sound effects from Super Monkey Ball 2.





An unused sound effect present in the Proto folder, indicating that it may be a left over from an early version of the game.




(Source: Ferrox)

Unused FMV




Present only in the PS2 version is an FMV named TTIDENT.PSS which is the older version of the Traveller's Tales logo.


(Source: Ferrox)


Unused Text


FIRE
Yay Yay Ei

Text for an unused fire ability and its associated chant. While it is possible to be on fire, it requires using the Woodball chant. It is mentioned on the back of the box as one of the abilities.


CANNOT DROP THAT STUFF HERE!

Unknown purpose.


CASTLE 16
CASTLE 17
CASTLE 18
CASTLE 19
CASTLE 20

Monkey Cannon text. Originally, there were going to be more castle types.


ZZZ BUILD TOP
ZZZ BUILD BOTTOM
ZZZ TIDY
ZZZ SPECIAL BRICK

More Monkey Cannon text.


STAGE 5

Text for an unused fifth stage in Monkey Fight.


DEMO TIMEOUT!
THANKS FOR PLAYING THE DEMO OF SUPER MONKEY BALL ADVENTURE. WE HOPE YOU ENJOYED YOUR VISIT!

Text left over from a demo version.


This is sample task hint text!

Unused hint text.


Level 1 Description Place Holder
Level 2 Description Place Holder
Level 3 Description Place Holder
Level 4 Description Place Holder

Level placeholder text.


LOW ROAD

A name for a fifth Monkey Race track which never made it into the game.


Yes
No
Would you like to display in progressive scan mode?
Screen has been set to progressive mode.
Screen has been set to interlaced mode.

Present in the executable is text for a progressive scan mode. Neither the PS2 or GC ports support progressive scan, so this text is never used.




(Source: Ferrox)

Internal Level Names


The internal file names for some of the levels are different from their in-game names.




  • FREEWHEELER is internally known as threewheel


  • SKID SLALOM is internally known as skidbiffers


  • CIRCUITS is internally known as threedom


  • FUNRUN is internally known as funnelrun


  • BACKFLIP is internally known as electricbiffersofdoom


  • HEADLONG is internally known as threebie


  • STRANDED is internally known as threesticks


(Source: Ferrox)

Development Text


Unused development related text that can be found throughout the executable. All text here can be found in all versions of the game unless stated otherwise. The following offsets refer to the GameCube version.


0x381BE8


bouncelevel
grid
row
heightmap
player
posX
posZ

0x389384


Player position: 
Current node:

0x3897C0


zeroing cards
give self all cards

0x38FF58 Text for a Monkey Target debug menu.


level select
level
hard
soft
horrible crash
reset type
credits
settings
musictrack
titledelay
namedelay
pausedelay
fadedelay
startposition
namestartoffset
spaceing
repeat
scaletitle
xscale
yscale
scalenames
titlecolour
red
green
blue
namecolour
credit
titlestring
namestring
mapinfo
facesize
xsize
ysize
npcdata
npcinfo
position
xpos
ypos
agentname
agentid
glide options
pitch rate
roll rate
yaw rate
velocity alignment rate horz
velocity alignment rate vert
roll centering rate
pitch centering rate
lift coefficient
velocity damping rate
flight duration
initial speed factor

0x3907E0 Text for a debug menu and level select.


debug options
game options
user counters
load zone states
ai options
graphic options
memory options
streaming options
fog options
camera options
return to game
hub0
hub1
hub2
hub3
CHALLENGE LEVELS
STORY LEVELS
MINI GAME LEVELS
CUTSCENES
StartUpLevelSelect.xml
levels
story
challenge
minigames
cutscenes
name
path
type
challenge levels
story levels
mini game levels
boxing
boxing_sudden_death
racing
monkey race (track A)
monkey race (track B)
monkey race (track C)
monkey race (track D)
monkey race (trk A MULTI )
monkey race (trk B MULTI )
monkey race (trk C MULTI )
monkey race (trk D MULTI )
target
monkey target (glide_1)
monkey target (glide_a)
monkey target a (glide_2)
monkey target b (glide_3)
bounce
bounce_survival
castles_lms
castles_topgun
balloon_goal
balloon_burglar
FreeRoaming
Debug On Controller One
Debug On Controller Two
Camera Debug Menu
back
current type
display camera data
no
yes
ignore camera constraints
user movement in puzzle mode
off
on
Rolling
Tilting
Boxing
Woody Ball
Floaty Woody Ball
Rolling Sticky Ball
Sticky Ball
Scalaball
Speedy
Tumbling
Tether
Hover
Racing
Castle
Tag
one twentieth speed
one tenth speed
one fifth speed
one third speed
half speed
two thirds speed
non fixed timer
1x speed
2x speed
3x speed
5x speed
10x speed
enable all spells
display version
display player stats
adjust banana count
disable OSD
enable squishy ball
everything sticky
give self all cards
vehicle type
hide chimp and ball
allow jump
ordinary jump
power jump
debug jump
timer
show unset counters
load zones
bitfield

0x3953EC Internal names for the powerups in Monkey Target.


FLAVOUR_NONE
FLAVOUR_BRAKE
FLAVOUR_MAGNET
FLAVOUR_LUCKY_STAR_2
FLAVOURS_TOTAL

0x3956C4 Internal names for the powerups in Monkey Race. An unused glide powerup is listed but doesn't appear to be functional.


RACE_POWER_AIR_STRIKE
RACE_POWER_BANANA_SKIN
RACE_POWER_BOMB
RACE_POWER_CUBE
RACE_POWER_ELLIPSOID
RACE_POWER_ISOSCEHEDRON
RACE_POWER_SLINGSHOT
RACE_POWER_TURBO
RACE_POWER_BOXING
RACE_POWER_WHEEL
RACE_POWER_BOUNCE
RACE_POWER_GLIDE

0x396550


debug-block
Dolly Cylinder
X
Y
Z
oval
bent
size
speed

0x3A37D4


Compiled - 10:27:47 Jun 28 2006
NGC Release Build - Version
command.txt
Unknown
PAL
NTSC
BATCH
FPS
FOV
R
RED
G
GREEN
B
BLUE
RESTRICT
PROFILE
Code
AgentLab
Language
txt
AI
RENDER
TIME
VERSION
OSD
OFF
STREAM
EDITOR
BLOCK
ALL
DEMAND
FULL
RB
WB
QUICKSTART
LEVELSELECT
COMPRESS
PSP
PS2
StartupDefault

0x3A87E0 Some notes related to the game engine.



ATTENTION ONLY

The object will have attention and no other activity. It may still use a trigger range. The rotation limits in degrees are 'X Limit' and 'Y Limit',
relative to the initial orientation. The rotation springpowers are given by 'XScale' and 'YScale' ( 1.0 or greater turns instantaneously to face plaer ).
Can be used with a 'Trigger Range', beyond which it will ignore you.

STICK TILT X

The object will tilt around its own X axis in proportional response to the analogue stick up/down movement. The rotation limit in degrees is 'X Limit', relative to the initial orientation. The rotation rate is given by 'XScale'.

STICK TILT Z

The object will tilt around its own Z axis in proportional response to the analogue stick left/right movement. The rotation limit in degrees is 'Z Limit', relative to the initial orientation. The rotation rate is given by 'ZScale'.

STICK TILT X-Z

The object will tilt around its own X & Z axes in proportional response to the analogue stick movement. The rotation limits in degrees are 'X Limit' and 'Z Limit', relative to the initial orientation. The rotation rates are given by 'XScale' and 'ZScale'.

STICK ROTATE Y

The object will rotate around its own Y axis in proportional response to the analogue stick left/right movement. The rotation limit in degrees is 'Y Limit', relative to the initial orientation. The rotation rate is given by 'YScale'.

STICK SLIDE Y

The object will translate along its own Y axis in proportional response to the analogue stick up/down movement. The translation limit in metres is 'Y Limit', relative to the initial position. The translation rate is given by 'YScale'.

STICK JACK Y

The object will act like a car jack. Repeated up-down movement of the anologue stick will ratchet it up along its own Y axis. The translation limit in metres is 'Y Limit', relative to the initial position. The translation rate is given by 'YScale'.

STICK JACK Z

The object will act like a car jack on its side. Repeated up-down movement of the anologue stick will ratchet it up along its own Z axis. The translation limit in metres is 'Z Limit', relative to the initial position. The translation rate is given by 'ZScale'.

STICK JACK ROTATE +Y

The object will rotate around its Y axis, with a ratchet effect in response to repeated left-right movement of the analogue stick. The rotation limit in degrees is 'Y Limit', relative to the initial orientation. THe rotation rate is given by 'YScale'.

STICK JACK ROTATE +Z

The object will rotate around its Z axis, with a ratchet effect in response to repeated up-down movement of the analogue stick. The rotation limit in degrees is 'Z Limit', relative to the initial orientation. THe rotation rate is given by 'ZScale'.

FIRE SINGLE ANIM ON-OFF

The object will play its first anim slot forwards, if the fire button is pressed. Releasing the button will play the same animation backwards to the start. Produces pinball-flipper type behaviour. The animation speed modifiers 'OnScale' and 'OffScale' can be used to adjust playback speeds for each phase.

FIRE DUAL ANIM ON-OFF

The object will play its first anim slot forwards, if the fire button is pressed. Releasing the button will play the second animation. Produces pinball-flipper type behaviour. The animation speed modifiers 'OnScale' and 'OffScale' can be used to adjust playback speeds for each slot.

ZZZ STICK UP SET ANIM POS

To be implemented if required - will set animation position directly proportional to the analogue stick axis.

ZZZ STICK LEFT SET ANIM POS

ZZZ STICK RIGHT SET ANIM POS

ZZZ STICK DOWN SET ANIM POS

ZZZ STICK UP JACK ANIM POS

To be implemented if required - will set animation position using car jack racthet logic as in 'STICK JACK Y'.

STICK DOWN SPRING Y

The object will pull down as the analogue stick is moved down , and shoot upwards when it is released. i.e. vertical pinball launcher spring behaviour. 'Y Scale' is the pullback rate in metres-per-stick, 'OnScale' sets the spring power.

STICK DOWN SPRING Z

The object will pull back as the analogue stick is moved down , and shoot forwards when it is released. i.e. horizontal pinball launcher spring behaviour. 'Z Scale' is the pullback rate in metres-per-stick, 'OnScale' sets the spring power.

PROX SINGLE ANIM ON-OFF

The object will play its first anim slot forwards if you approach it within the 'Trigger Range' in metres. If you move away, it will play the same anim slot backwards. The animation speed modifiers 'OnScale' and 'OffScale' can be used to adjust playback speeds for each phase.

PROX DUAL ANIM ON-OFF

The object will play its first anim slot forwards if you approach it within the 'Trigger Range' in metres. If you move away, it will play the second anim slot. The animation speed modifiers 'OnScale' and 'OffScale' can be used to adjust playback speeds for each slot.

PROX QUAD ANIM ON-LOOP-OFF-LOOP

The object will play its first anim slot forwards if you approach it within the 'Trigger Range' in metres. Then it will play its second slot (typically looped) while you are in range. If you move away, it will play the third anim slot once , and then the fourth anim slot (typically looped). The animation speed modifiers 'OnScale' and 'OffScale' can be used to adjust playback speeds for each slot.

FIRE ROTATE +X

The object will rotate around its X axis when the fire button is pressed. When released, it will return to its original orientation. The rotation limit in degrees is 'X Limit', relative to the initial orientation. The rotation rate is given by 'XScale'.

FIRE ROTATE +Y

The object will rotate around its Y axis when the fire button is pressed. When released, it will return to its original orientation. The rotation limit in degrees is 'Y Limit', relative to the initial orientation. The rotation rate is given by 'YScale'.

FIRE ROTATE +Z

The object will rotate around its Z axis when the fire button is pressed. When released, it will return to its original orientation. The rotation limit in degrees is 'Z Limit', relative to the initial orientation. The rotation rate is given by 'ZScale'.

FIRE SLIDE +X

The object will translate along its X axis when the fire button is pressed. When released, it will return to its original position. The translation limit in metres is 'X Limit', relative to the initial position. The translation rate is given by 'ZScale'.

FIRE SLIDE +Y

The object will translate along its Y axis when the fire button is pressed. When released, it will return to its original position. The translation limit in metres is 'Y Limit', relative to the initial position. The translation rate is given by 'YScale'.

FIRE SLIDE +Z

The object will translate along its Z axis when the fire button is pressed. When released, it will return to its original position. The translation limit in metres is 'Z Limit', relative to the initial position. The translation rate is given by 'ZScale'.

STICK DOWN SPRING ANIM POS

The object will animate 'pulling back' as the analogue stick is moved down , and animate 'shooting forwards' when it is released. i.e. pinball launcher spring behaviour. The anim frame comes directly from the stick. 'OnScale' sets the spring power.

STICK X-RANGE SLIDE +Y

The object will translate along its Y in proportion to how close the X stick input (-1 to 1) is to the 'XLimit' value, with falloff set by 'XScale'. ( Effectively a Bandpass filter on the input ). The 'YScale' and 'YLimit' provide the resultant translation rate and maximum translation relative to initialspace.

STICK X-RANGE SLIDE +Z

The object will translate along its Z in proportion to how close the X stick input (-1 to 1) is to the 'XLimit' value, with falloff set by 'XScale'. ( Effectively a Bandpass filter on the input ). The 'ZScale' and 'ZLimit' provide the resultant translation rate and maximum translation relative to initialspace.

STICK Y-RANGE SLIDE +X

The object will translate along its X in proportion to how close the Y stick input (-1 to 1) is to the 'YLimit' value, with falloff set by 'YScale'. ( Effectively a Bandpass filter on the input ). The 'XScale' and 'XLimit' provide the resultant translation rate and maximum translation relative to initialspace.

STICK X-RANGE SINGLE ANIM POS

The object will set its animation frame in proportion to how close the X stick input (-1 to 1) is to the 'XLimit' value, with falloff set by 'XScale'. ( Effectively a Bandpass filter on the input ).

HALF STICK ROTATE Y

The object will rotate around its own Y axis in proportional response to the analogue stick left OR right movement (like a flipper). The rotation limit in degrees is 'Y Limit', relative to the initial orientation. The rotation rate is given by 'YScale'.

L SHOULDER ROTATE +Y

R SHOULDER ROTATE +Y

GRAVITY SLIDE OBJECT Z

The object will translate back and forth along its Z axis in a physical response to tilted gravity. 'ZLimit' specifies the maximum forward extension from its initial position. 'ZScale' sets how much acceleration due to gravity it gets. 'OnScale' specifies constant damping, 'OffScale' is proportional damping.

GRAVITY HANGER

The object will rotate around its X & Z axes in a physical response to tilted gravity. 'XLimit' and 'ZLimit' specify the maximum rotation in degreees from initial orientation. 'XScale' and 'ZSCale' set how much acceleration due to gravity it gets. 'OnScale' specifies constant damping, 'OffScale' is proportional damping.

LR DRIVE OBJECT X ROTATION

Moving the stick Left or Right will make the object rotate continuously about its X axis. 'XScale' is the maximum rotation speed in degrees/sec. 'XLimit' if non-zero specifies a number of 'teeth' to ratchet in one revolution.

LR DRIVE OBJECT Y ROTATION

Moving the stick Left or Right will make the object rotate continuously about its Y axis. 'YScale' is the maximum rotation speed in degrees/sec. 'YLimit' if non-zero specifies a number of 'teeth' to ratchet in one revolution.

LR DRIVE OBJECT Z ROTATION

Moving the stick Left or Right will make the object rotate continuously about its Z axis. 'ZScale' is the maximum rotation speed in degrees/sec. 'ZLimit' if non-zero specifies a number of 'teeth' to ratchet in one revolution.

UD DRIVE OBJECT X ROTATION

Moving the stick Up or Down will make the object rotate continuously about its X axis. 'XScale' is the maximum rotation speed in degrees/sec. 'XLimit' if non-zero specifies a number of 'teeth' to ratchet in one revolution.

UD DRIVE OBJECT Y ROTATION

Moving the stick Up or Down will make the object rotate continuously about its Y axis. 'YScale' is the maximum rotation speed in degrees/sec. 'YLimit' if non-zero specifies a number of 'teeth' to ratchet in one revolution.

UD DRIVE OBJECT Z ROTATION

Moving the stick Up or Down will make the object rotate continuously about its Z axis. 'ZScale' is the maximum rotation speed in degrees/sec. 'ZLimit' if non-zero specifies a number of 'teeth' to ratchet in one revolution.

PROXIMITY FLIP X

When the player comes near, the object will flip over around its X axis, until the player leaves & the 'Delay' is passed. 'XScale' specifies the rotation rate in degrees/sec. 'XLimit' sets ho wmuch to rotate in degrees.

CONTINUOUS ROTATION

Object just rotates continuously about its initial axes. 'XScale', 'YScale' and 'ZScale' specify the rotation rate for each axis

TIMED ROTATION

Object just rotates continuously about its initial axes. 'XScale', 'YScale' and 'ZScale' specify the rotation PERIOD for each axis

LR DRIVE ANIM FRAME

Moving the stick left and right drives the animation frame forwards and backwards. 'OnScale' specifies the rate of normalised anim pos to add per second. i.e. '-1' for 'OnScale' implies the anim is driven backwards when you move the stick right, and takes 1 second to complete.

UD DRIVE ANIM FRAME

Moving the stick up and down drives the animation frame forwards and backwards. 'OnScale' specifies the rate of normalised anim pos to add per second. i.e. '-1' for 'OnScale' implies the anim is driven backwards when you move the stick up, and takes 1 second to complete.

0x3B4800 Text for a graphics debug menu.


UNDEFINED!!! ***
None
Angles
Booleans
Floats
Integers
display agent paths
no
yes
display agent scripts
display agent tactics
display agent activitys
display local counters
frustration meters
attention meters
motivation meters
set ai lod distance
set ai lod divisions
ai options
continue
display terrain
display actor collisions
display particle collisions
display exit points
display actor linkage
debug options
centre screen
widescreen
off
on
Display frame timer bars
greyscale mode
set greyscale value
display no. of texture transfers
display no. of objects in frustum
display no. of polys rendered
display render volumes
display octree
draw static debug lights
draw portals
render depth of field
wire frame mode
draw actors
draw scenery
set mip value
set render lod value
Disable VSync
gamma value
render heat haze
heat haze radius
heat haze frequency
heat haze brightness
graphic options
BACK
back
display gc-heap
display resource-lists
display sound memory
memory options
game paused
resume
effects volume
music volume
sound options
light
dark
display streaming data
colour-scheme
depth
display resource-management data
display spatial-management data
display link-node data
streaming options
fog options
render fog
fog density
fog colour red
fog colour green
fog colour blue
fog ramp start
fog ramp end
fog skydome
override fog

0x3BDD1C References to a bunch of FMVs which are no longer present in the game.


movies/ntsc/e3.h4m
movies/ntsc/bonus01.h4m
movies/ntsc/bonus02.h4m
movies/ntsc/bonus03.h4m
movies/ntsc/bonus04.h4m
movies/ntsc/bonus06.h4m
movies/ntsc/bonus08.h4m
movies/ntsc/bonus10.h4m
movies/ntsc/bonus12.h4m
movies/ntsc/bonus14.h4m
movies/ntsc/bonus16.h4m
movies/ntsc/intro01.h4m
movies/ntsc/intro02.h4m
movies/ntsc/intro03.h4m
movies/ntsc/intro04.h4m
movies/ntsc/intro05.h4m
movies/ntsc/intro06.h4m
movies/ntsc/intro07.h4m
movies/ntsc/intro08.h4m
movies/ntsc/intro09.h4m
movies/ntsc/intro10.h4m
movies/ntsc/intro11.h4m
movies/ntsc/intro12.h4m
movies/ntsc/intro13.h4m
movies/ntsc/intro14.h4m
movies/ntsc/intro15.h4m
movies/ntsc/midtro09.h4m
movies/ntsc/outro01.h4m
movies/ntsc/outro02.h4m
movies/ntsc/outro03.h4m
movies/ntsc/outro04.h4m
movies/ntsc/outro05.h4m
movies/ntsc/outro06.h4m
movies/ntsc/outro07.h4m
movies/ntsc/outro08.h4m
movies/ntsc/outro09.h4m
movies/ntsc/outro10.h4m
movies/ntsc/outro11.h4m
movies/ntsc/outro12.h4m
movies/ntsc/outro13.h4m
movies/ntsc/outro14.h4m
movies/ntsc/outro15.h4m
movies/ntsc/wardrobe.h4m
movies/ntsc/panel01.h4m
movies/ntsc/panel02.h4m
movies/ntsc/panel03.h4m
movies/ntsc/panel04.h4m
movies/ntsc/panel05.h4m
movies/ntsc/panel06.h4m
movies/ntsc/panel07.h4m
movies/ntsc/panel08.h4m
movies/ntsc/panel09.h4m
movies/ntsc/panel10.h4m
movies/ntsc/panel11.h4m
movies/ntsc/panel12.h4m
movies/ntsc/panel13.h4m
movies/ntsc/panel14.h4m
movies/ntsc/panel15.h4m

0x3BEFD0 Text for the crash handler only found in the GameCube version.


OS_ERROR_SYSTEM_RESET
OS_ERROR_MACHINE_CHECK
OS_ERROR_DSI
OS_ERROR_ISI
OS_ERROR_EXTERNAL_INTERRUPT
OS_ERROR_ALIGNMENT
OS_ERROR_PROGRAM
OS_ERROR_FLOATING_POINT
OS_ERROR_DECREMENTER
OS_ERROR_SYSTEM_CALL
OS_ERROR_TRACE
OS_ERROR_PERFORMACE_MONITOR
OS_ERROR_BREAKPOINT
OS_ERROR_SYSTEM_INTERRUPT
OS_ERROR_THERMAL_INTERRUPT
OS_ERROR_PROTECTION
OS_ERROR_FPE
LR = 0x%08x
CR = 0x%08x
SRR0 = 0x%08x
SRR1 = 0x%08x
DSISR= 0x%08x
DAR = 0x%08x
Instr at 0x%x accessed
invalid address 0x%x
%08x %08x %08x

0x3BFAA0 Text for another debug menu.


edbitsGameSound table has overflowed - increase ED_MAX_SOUNDS in edbits.h (currently %d
WARNING: %d Orphan(s)
Info Box
Co-ordinates
Current List: Level
Current List: General
Current List: Character
Current Type: <none>
Current Type: %s
Clipboard: <none>
Clipboard: %d items
Clipboard: %s
Enclosed: %d
Highlight: <none>
Highlight: %s
Particles: %d (%d)
Multiple Copy Mode
Dpad Mode: Emit Rotate
Dpad Mode: Grav Rotate
Dpad Mode: Offset (%0.2f)
Dpad Mode: Reflections
XYZ: %0.2f %0.2f %0.2f
RotZ: %d
RotY: %d
EmitRotZ: %d
EmitRotY: %d
Name Duplicate
Type Name
New%d
%s%03d
Particles per Second
Particle Life
Message
Effect List
General
Level
Char
Switch Type
None
Global Switch
Switch Menu
Switch Type
Switch ID
Switch Var

Draw Flag
Before Fog
After Fog
Super Early
Panel Mode
Render Settings
Draw Flag
Disable in Cut-Scenes
Group ID
Master Test Switch
Test Page Menu
Start Page 1
Start Page 2
Stop Page 1
Stop Page 2
Clear Page 1
Clear Page 2
Dpad Mode
Emitter Rotate
Gravity Rotate
Offset
Reflections
Orphan List
Particle Type
Add Effect
Quick Delete
Particle Colour
Colour Grad
Distortion Grad
Alpha Grad
X-axis Distortion
Y-axis Distortion
Particle Jibber
Jibber X Freq
Jibber X Amp
Jibber Y Freq
Jibber Y Amp
Particle Bounce
Plane Offset
Bounce Factor
Particle Ghosts
Number of Ghosts
Ghost Separation
Star Settings
Number of Points
Radius Ratio
Sound ID
NONE
Sound Control
Off
On Edge
Off Edge
Per Particle
Continuous
Sound %d Menu
Sound ID
Sound Control
Attached Sounds
Sound %d
Collision Spheres
Collision Envelope
Num Spheres
Default Envelope
Collision Torus
Torus Life
Base Major Radius
Base Minor Radius
Major Radius Envelope
Minor Radius Envelope 1
Minor Radius Envelope 2
Damage Flags
Good
Evil
Particle Damage
Damage Flags
Collision Spheres
Collision Torus
Particle Size
Width Envelope
Height Envelope
Min Size
(%1.01f)
Max Size
Copy Width to Height
Copy Height to Width
Particle Rotation
Rotation Envelope
Min Rotation
Max Rotation
Repeat Box
XZ Lock
Repeat Box X
Repeat Box Y
Repeat Box Z
Repeat / Radii
Repeat
Repeat Box
CutOff Rad
CutOn Rad
DrawCutOff Rad
SoundCutOff Rad
CameraCutOff Rad
Emitter Variation
Rand Emit X
Rand Emit Y
Rand Emit Z
Rand Mag X
Rand Rot Y
Rand Rot Z
Rand Mag
Step Rot Y
Step Rot Z
Random Start
Base Emit Vector
Rand Start X
Rand Start Y
Rand Start Z
Base Mag
Base Rot Y
Base Rot Z
Ramp Time
Start Velocity
Emit Point Velocity
Start Vel X
Start Vel Y
Start Vel Z
Mag Velocity
Rot Y Vel
Rot Z Vel
Scale Effect
Scale Factor
Super Scale
Instance Settings
Base Priority
Dynamic Priority
Scale Effect
Texture Select
Texture
Addative
Modulative
Subtractive
Glass
Texture Selector
Emitter Timing
On Time
Random On Time
Off Time
Random Off Time
Emitter Vel
Gravity
particle
ptl.%s%s.%s
%s%s.%s.bak
%schar.%s
%schar.%s.bak
Saved OK
Saved OK - Backup Failed
File Save Error
Loaded OK
Clipboard Menu
General List
Level List
Char List
Paste %s into %s
Empty Clipboard
Cut %s from %s
Info Box Style
Normal
Data Menu
Type Name
Delete Effect
Copy Effect
Save General list
Save Level list
Save Char list
Load all from file
Clipboard
List Orphans
Delete Orphans
Quick Delete Types
Info Box Style
Emitter Settings
Emitter Vel
Gravity
Random Start
Base Emit Vector
Start Velocity
Emit Point Velocity
Emitter Variation
Particles per Sec
Particle Life
Emitter Timing
Repeat / Radii
Particle Ghosts
Star Settings
GenSort Type
Radial
Radial Rotor
Spheroid
BounceY
BounceXZ
Improved Radial
Star Radial
GenCode Type
Pos
PosRev
Splash
AshRock
PosRevTree
PosAll
Options
Effect List
Particle Type
Data Menu
GenSort Type
Particle Colour
Particle Texture
Emitter Settings
Particle Size
Particle Rotation
Particle Jibber
Particle Bounces
Attached Sounds
Particle Damage
Instance Settings
Super Scale
Dpad Mode
Switch Menu
Render Settings
Test Page Menu
Reset Particles
Snap
Jump To Game Location
Particle Positioner
store adv (%d)
ctr
Terrain Try %s %d
ter
Found 458 in scene %s!!!!!!!!!!!!!!***********************!!!!!!!!!!!!!!!!!!!!!!!!*****************************!!!!!!!!!!!!!!!!!!!!!!!!
TerrTempMemory Buffer to TOO big
maxterlist is smaller than maxter it should be at least as big
c:/Projects/pspbranch/gameapi/gamelib/terrain.c
Buffer too small
Terrain buffer overflow
out of range instance for platform availble for scene  %s!!!!!!!!!!!!!******
no graphical scene to go with platforms availble for scene  %s!!!!!!!!!!!!!******
insuffecient platforms availble for scene  %s!!!!!!!!!!!!!******

0x3C1748


Okay
Loaded all
Loaded current
Written all
Editor Config
Camera Speed
Proportional Cursor Speed
Editor Options
Return To App

LevelSelect.xml is for a level select and cutscene viewer. It's unknown if it can be accessed.


<levels>
<story>
<level>
<name>JUNGLE ISLAND (VILLAGE)</name>
<path>levelsjungislevillage</path>
<type>hub0</type>
</level>
<level>
<name>JUNGLE ISLAND (BEACH)</name>
<path>levelsjungislebeach</path>
<type>hub0</type>
</level>
<level>
<name>JUNGLE ISLAND (PALACE EXT)</name>
<path>levelsjungislepalext</path>
<type>hub0</type>
</level>
<level>
<name>JUNGLE ISLAND (PALACE INT)</name>
<path>levelsjungislepalint</path>
<type>hub0</type>
</level>
<level>
<name>MOONHAVEN (ARRIVAL PARK)</name>
<path>levelsnewhavearvlpark</path>
<type>hub1</type>
</level>
<level>
<name>MOONHAVEN (AIR AUTOMATON)</name>
<path>levelsnewhaveAirAuto</path>
<type>hub1</type>
</level>
<level>
<name>MOONHAVEN (UNDER CITY)</name>
<path>levelsnewhaveundrcity</path>
<type>hub1</type>
</level>
<level>
<name>MOONHAVEN (WATER PARK)</name>
<path>levelsnewhavewatrpark</path>
<type>hub1</type>
</level>
<level>
<name>ZOOTOPIA (MAIN STREET)</name>
<path>levelszootopibMainSt</path>
<type>hub2</type>
</level>
<level>
<name>ZOOTOPIA (MAZE)</name>
<path>levelszootopibZT_Maze</path>
<type>hub2</type>
</level>
<level>
<name>ZOOTOPIA (ROLLERCOASTER)</name>
<path>levelszootopibrc01</path>
<type>hub2</type>
</level>
<level>
<name>ZOOTOPIA (FAT CAT INTERIOR)</name>
<path>levelszootopibFatCat</path>
<type>hub2</type>
</level>
<level>
<name>MONKITROPOLIS (POLICE STATION)</name>
<path>levelsmonktropmk_pol</path>
<type>hub3</type>
</level>
<level>
<name>MONKITROPOLIS (NOISE FACTORY / RACEWAY)</name>
<path>levelsmonktropmk_race</path>
<type>hub3</type>
</level>
<level>
<name>MONKITROPOLIS (THRONE ROOM)</name>
<path>levelsmonktropthrone</path>
<type>hub3</type>
</level>
<level>
<name>KONGRI-LA (ATOLL)</name>
<path>levelsmonktropmk_kong</path>
<type>hub3</type>
</level>
<level>
<name>KONGRI-LA (UNDERSEA - DOME 1)</name>
<path>levelsmonktropmk_kong1</path>
<type>hub3</type>
</level>
<level>
<name>KONGRI-LA (UNDERSEA - DOME 2)</name>
<path>levelsmonktropmk_kong2</path>
<type>hub3</type>
</level>
</story>
<challenge>
<level>
<name>EASY CROSSROADS</name>
<path>levelspuzzlesp58_crossroadscros01</path>
</level>
<level>
<name>EASY SHUFFLE</name>
<path>levelspuzzlesp56_shuffleshfl01</path>
</level>
<level>
<name>EASY CASCADE</name>
<path>levelspuzzlesp23_cascadecasc01</path>
</level>
<level>
<name>EASY OVER THE HILLS</name>
<path>levelspuzzlesp36_overthehillsoth01</path>
</level>
<level>
<name>EASY JUMP</name>
<path>levelspuzzlesp25_jumpjump01</path>
</level>
<level>
<name>EASY HOLES</name>
<path>levelspuzzlesp59_holeshole01</path>
</level>
<level>
<name>EASY OVERRUN</name>
<path>levelspuzzlesp39_overunvr01</path>
</level>
<level>
<name>EASY RIPPLE BELT</name>
<path>levelspuzzlesp08_ripplerb01</path>
</level>
<level>
<name>EASY SEQUENCER</name>
<path>levelspuzzlesp62_sequencerseq01</path>
</level>
<level>
<name>EASY TONGUETWISTER</name>
<path>levelspuzzlesp85_tonguetwistertw01</path>
</level>
<level>
<name>EASY CELTICKNOTS</name>
<path>levelspuzzlesp42_celticknotsck02</path>
</level>
<level>
<name>EASY SIMPLE SPLIT</name>
<path>levelspuzzlesp41_simplesplitss01</path>
</level>
<level>
<name>ADV BOWLS</name>
<path>levelspuzzlesp113_bowlsb01</path>
</level>
<level>
<name>ADV FREEWHEELER</name>
<path>levelspuzzlesp108_threewheeltwh01</path>
</level>
<level>
<name>ADV SKID BIFFERS</name>
<path>levelspuzzlesp52_skidbiffersskid01</path>
</level>
<level>
<name>ADV SERPENT'S TAIL</name>
<path>levelspuzzlesp51_serpentasp01</path>
</level>
<level>
<name>ADV SMILE</name>
<path>levelspuzzlesp43_smilegrin01</path>
</level>
<level>
<name>ADV DIMPLE</name>
<path>levelspuzzlesp37_dimpledim01</path>
</level>
<level>
<name>ADV TIPTOE</name>
<path>levelspuzzlesp29_tiptoett01</path>
</level>
<level>
<name>ADV SIDESTEP(ALPHA)</name>
<path>levelspuzzlesp114_sidestepsst01</path>
</level>
<level>
<name>ADV PITCHANDPUTT</name>
<path>levelspuzzlespp13_pitchnputtpnp01</path>
</level>
<level>
<name>ADV BASKET</name>
<path>levelspuzzlesp35_breadbasketbb01</path>
</level>
<level>
<name>ADV CIRCUITS(ALPHA)</name>
<path>levelspuzzlesp105_threedomtd01</path>
</level>
<level>
<name>ADV HAIRPINS</name>
<path>levelspuzzlesp49_hairpinshir01</path>
</level>
<level>
<name>ADV FUNRUN</name>
<path>levelspuzzlesp32_funnelrunfun01</path>
</level>
<level>
<name>ADV RIDGEWALKER</name>
<path>levelspuzzlesp48_ridgewalkerrw01</path>
</level>
<level>
<name>ADV CHECKMATE</name>
<path>levelspuzzlesp33_checkmatechk01</path>
</level>
<level>
<name>ADV ETERNAL</name>
<path>levelspuzzlesp67_eternalet01</path>
</level>
<level>
<name>ADV ZZ STOP</name>
<path>levelspuzzlesp24_zzstopzzs01</path>
</level>
<level>
<name>ADV LOOPIT</name>
<path>levelspuzzlespp15_loopitlit01</path>
</level>
<level>
<name>ADV PLUGHOLE</name>
<path>levelspuzzlesp09_plugholedtp01</path>
</level>
<level>
<name>ADV GRAVITY WELLS</name>
<path>levelspuzzlesp12_wellsgw01</path>
</level>
<level>
<name>EXP BACKFLIP</name>
<path>levelspuzzlespp14_backflipbf01</path>
</level>
<level>
<name>EXP SLIDER</name>
<path>levelspuzzlesp53_electricbiffersofdoomebd01</path>
</level>
<level>
<name>EXP HEADLONG</name>
<path>levelspuzzlesp104_threebiethr01</path>
</level>
<level>
<name>EXP BUMPS</name>
<path>levelspuzzlesp40_bumpsbnb01</path>
</level>
<level>
<name>EXP SPIRALSCRATCH</name>
<path>levelspuzzlesp55_spiralscratchsp01</path>
</level>
<level>
<name>EXP SQUEEGEE</name>
<path>levelspuzzlesp31_squeegeesq02</path>
</level>
<level>
<name>EXP ELEMENTARY</name>
<path>levelspuzzlesp14_elementaryel01</path>
</level>
<level>
<name>EXP STINKYSTEPS</name>
<path>levelspuzzlesp107_stinkystepsstst01</path>
</level>
<level>
<name>EXP JAWBRIDGE</name>
<path>levelspuzzlesp77_jawbridgejb01</path>
</level>
<level>
<name>EXP BACKSLIDER</name>
<path>levelspuzzlespp12_backsliderbu01</path>
</level>
<level>
<name>EXP FLOOR SLIDER</name>
<path>levelspuzzlesp54_floorsliderfs01</path>
</level>
<level>
<name>EXP SLALOM</name>
<path>levelspuzzlesp71_slalomsm01</path>
</level>
<level>
<name>EXP HOOPSNAKE</name>
<path>levelspuzzlesp47_hoopsnakehs01</path>
</level>
<level>
<name>EXP DEADLINE</name>
<path>levelspuzzlespp11_deadlineuad01</path>
</level>
<level>
<name>EXP COG</name>
<path>levelspuzzlesp13_cogcog01</path>
</level>
<level>
<name>EXP GANCANNY</name>
<path>levelspuzzlesp112_gankannyhtl01</path>
</level>
<level>
<name>EXP SLIPKNOT</name>
<path>levelspuzzlesp03_slipknotsk01</path>
</level>
<level>
<name>PSP SPINDLE</name>
<path>levelspuzzlesp57_spindlespin01</path>
</level>
<level>
<name>PSP SISSI</name>
<path>levelspuzzlesp81_sissisis01</path>
</level>
<level>
<name>PSP EVER DECREASING CIRCLES</name>
<path>levelspuzzlesp02_everdecreasingedc01</path>
</level>
<level>
<name>PSP MESMERISE</name>
<path>levelspuzzlesp65_mesmerisemes01</path>
</level>
<level>
<name>PSP WHIRLPOOL</name>
<path>levelspuzzlesp10_whirlpoolwp01</path>
</level>
<level>
<name>PSP CAPTURETHEFLAG</name>
<path>levelspuzzlesp84_captureflagcf01</path>
</level>
<level>
<name>PSP STRANDED</name>
<path>levelspuzzlesp101_threesticksts01</path>
</level>
<level>
<name>PSP SPINNERA</name>
<path>levelspuzzlesp26_spinnerasa01</path>
</level>
<level>
<name>PSP CORKSCREW</name>
<path>levelspuzzlesp111_corkskrewcsk01</path>
</level>
<level>
<name>PSP FRIGHT RINGS</name>
<path>levelspuzzlesp07_frightringsfr01</path>
</level>
<level>
<name>PSP WHIRLING DERVISHES</name>
<path>levelspuzzlesp82_whirlingdervisheswd01</path>
</level>
<level>
<name>PSP DRAGANDDROP</name>
<path>levelspuzzlesp11_dragdd01</path>
</level>
<level>
<name>PSP FOLLOWTHELEADER</name>
<path>levelspuzzlesp115_followtheleaderftl01</path>
</level>
<level>
<name>PSP ROUNDABOUT</name>
<path>levelspuzzlesp44_roundaboutrab01</path>
</level>
<level>
<name>PSP RING GOAL</name>
<path>levelspuzzlesp01_ringgoalrg01</path>
</level>
</challenge>
<minigames>
<level>
<name>MONKEY RACE (TRACK A)</name>
<path>levelspartygamesraceTrack_A</path>
<type>racing</type>
</level>
<level>
<name>MONKEY RACE (TRK A MULTI )</name>
<path>levelspartygamesraceTrack_AM</path>
<type>racing</type>
</level>
<level>
<name>MONKEY RACE (TRACK B)</name>
<path>levelspartygamesraceTrack_B</path>
<type>racing</type>
</level>
<level>
<name>MONKEY RACE (TRK B MULTI )</name>
<path>levelspartygamesraceTrack_BM</path>
<type>racing</type>
</level>
<level>
<name>MONKEY RACE (TRACK C)</name>
<path>levelspartygamesraceTrack_C</path>
<type>racing</type>
</level>
<level>
<name>MONKEY RACE (TRK C MULTI )</name>
<path>levelspartygamesraceTrack_CM</path>
<type>racing</type>
</level>
<level>
<name>MONKEY RACE (TRACK D)</name>
<path>levelspartygamesraceTrack_D</path>
<type>racing</type>
</level>
<level>
<name>MONKEY RACE (TRK D MULTI )</name>
<path>levelspartygamesraceTrack_DM</path>
<type>racing</type>
</level>
<level>
<name>MONKEY BOUNCE</name>
<path>levelspartygamesbouncebounce</path>
<type>bounce</type>
</level>
<level>
<name>MONKEY BOUNCE SURVIVAL</name>
<path>levelspartygamesbouncebounce</path>
<type>bounce_survival</type>
</level>
<level>
<name>MONKEY BOXING (JUNGLE ISLAND)</name>
<path>levelspartygamesboxingjungleislandboxarena</path>
<type>boxing</type>
</level>
<level>
<name>MONKEY BOXING SUDDEN DEATH (JUNGLE ISLAND)</name>
<path>levelspartygamesboxingjungleislandboxarena</path>
<type>boxing_sudden_death</type>
</level>
<level>
<name>MONKEY BOXING (MOONHAVEN)</name>
<path>levelspartygamesboxingmoonhavenboxarena</path>
<type>boxing</type>
</level>
<level>
<name>MONKEY BOXING SUDDEN DEATH (MOONHAVEN)</name>
<path>levelspartygamesboxingmoonhavenboxarena</path>
<type>boxing_sudden_death</type>
</level>
<level>
<name>MONKEY BOXING (ZOOTOPIA)</name>
<path>levelspartygamesboxingzootopiaboxarena</path>
<type>boxing</type>
</level>
<level>
<name>MONKEY BOXING SUDDEN DEATH (ZOOTOPIA)</name>
<path>levelspartygamesboxingzootopiaboxarena</path>
<type>boxing_sudden_death</type>
</level>
<level>
<name>MONKEY BOXING (MONKITROPOLIS)</name>
<path>LevelspartygamesboxingmonkitropolisBoxingMT</path>
<type>boxing</type>
</level>
<level>
<name>MONKEY BOXING SUDDEN DEATH (MONKITROPOLIS)</name>
<path>LevelspartygamesboxingmonkitropolisBoxingMT</path>
<type>boxing_sudden_death</type>
</level>
<level>
<name>MONKEY CASTLES (LAST MAN STANDING)</name>
<path>levelspartygamescastlescastle</path>
<type>castles_lms</type>
</level>
<level>
<name>MONKEY CASTLES (TOP GUN)</name>
<path>levelspartygamescastlescastle</path>
<type>castles_topgun</type>
</level>
<level>
<name>MONKEY TARGET (GLIDE_1)</name>
<path>levelspartygamesglideglide1</path>
<type>target</type>
</level>
<level>
<name>MONKEY TARGET (GLIDE_A)</name>
<path>levelspartygamesglideglide_A</path>
<type>target</type>
</level>
<level>
<name>MONKEY TARGET A (GLIDE_2)</name>
<path>levelspartygamesglideglide2</path>
<type>target</type>
</level>
<level>
<name>MONKEY TARGET B (GLIDE_3)</name>
<path>levelspartygamesglideglide3</path>
<type>target</type>
</level>
<level>
<name>MONKEY BALLOON GOAL SCORER</name>
<path>levelspartygamesmonkytagmonktagb</path>
<type>balloon_goal</type>
</level>
<level>
<name>MONKEY BALLOON BURGLAR</name>
<path>levelspartygamesmonkytagmonktagb</path>
<type>balloon_burglar</type>
</level>
</minigames>
<cutscenes>
<level>
<name>GONGONS GARDEN DAY</name>
<path>LevelsJungIslevillage</path>
<type>3</type>
</level>
<level>
<name>KINGS ANTECHAMBER INTRODUCTION</name>
<path>levelsjungislepalint</path>
<type>1</type>
</level>
<level>
<name>KINGS ANTECHAMBER 60%</name>
<path>levelsjungislepalint</path>
<type>4</type>
</level>
<level>
<name>WEDDING</name>
<path>levelsjungislepalint</path>
<type>14</type>
</level>
<level>
<name>MYSTERIOUS TRAVELLER</name>
<path>levelsjungislepalint</path>
<type>8</type>
</level>
<level>
<name>KING AND QUEEN OF MONKITROPOLIS</name>
<path>levelsmonktropthrone</path>
<type>11</type>
</level>
<level>
<name>MOONHAVEN CENTRAL CONTROL ROOM</name>
<path>levelsnewhavearvlpark</path>
<type>6</type>
</level>
<level>
<name>MOONHAVEN CENTRAL CONTROL ROOM 60%</name>
<path>levelsnewhavearvlpark</path>
<type>9</type>
</level>
<level>
<name>MOONHAVEN CENTRAL CONTROL ROOM 100%</name>
<path>levelsnewhavearvlpark</path>
<type>10</type>
</level>
<level>
<name>MEET THE KONGRILANS</name>
<path>levelsmonktropmk_kong</path>
<type>5</type>
</level>
<level>
<name>KING AND QUEEN OF KONGRI-LA</name>
<path>levelsmonktropthrone</path>
<type>13</type>
</level>
<level>
<name>MONKITOPOLIS / KONGRI-LA REVEAL</name>
<path>levelsmonktropthrone</path>
<type>12</type>
</level>
<level>
<name>FAT CATS CONTROL ROOM</name>
<path>levelszootopibFatCat</path>
<type>15</type>
</level>
<level>
<name>FAT CATS CONTROL ROOM 60%</name>
<path>levelszootopibfatcat</path>
<type>16</type>
</level>
<level>
<name>GATEWAY TO ZOOTOPIA 100%</name>
<path>levelszootopibMainSt</path>
<type>17</type>
</level>
</cutscenes>
</levels>

Development Logs


Present in the BatchFiles directory are some development logs.


SavedLogsSKYDOME.txt


ngcconv Generic NUS File Conversion Utility	(c) Travellers Tales 2003-2005

Version: 2.77 Date: Mar 30 2006 Time: 12:42:28


SourceFile = ....NGCLevelsskydomesabovetheclouds.nus
DestFile = ....NGCLevelsskydomesabovetheclouds.CSC
Num Clip Objects = 13
ninstanims: 0
Physics_version = 4
ngcconv Generic NUS File Conversion Utility (c) Travellers Tales 2003-2005

Version: 2.77 Date: Mar 30 2006 Time: 12:42:28


SourceFile = ....NGCLevelsskydomesatc_2.nus
DestFile = ....NGCLevelsskydomesatc_2.CSC
Num Clip Objects = 1
ninstanims: 0
Physics_version = 4
ngcconv Generic NUS File Conversion Utility (c) Travellers Tales 2003-2005

Version: 2.77 Date: Mar 30 2006 Time: 12:42:28


SourceFile = ....NGCLevelsskydomesAtol_Skydome.nus
DestFile = ....NGCLevelsskydomesAtol_Skydome.CSC
Num Clip Objects = 8
ninstanims: 0
Physics_version = 4
ngcconv Generic NUS File Conversion Utility (c) Travellers Tales 2003-2005

Version: 2.77 Date: Mar 30 2006 Time: 12:42:28


SourceFile = ....NGCLevelsskydomesbluehigh.nus
DestFile = ....NGCLevelsskydomesbluehigh.CSC
Num Clip Objects = 6
ninstanims: 0
Physics_version = 1
ngcconv Generic NUS File Conversion Utility (c) Travellers Tales 2003-2005

Version: 2.77 Date: Mar 30 2006 Time: 12:42:28


SourceFile = ....NGCLevelsskydomesbounce_skydome.nus
DestFile = ....NGCLevelsskydomesbounce_skydome.CSC
Num Clip Objects = 5
ninstanims: 0
Physics_version = 4
ngcconv Generic NUS File Conversion Utility (c) Travellers Tales 2003-2005

Version: 2.77 Date: Mar 30 2006 Time: 12:42:28


SourceFile = ....NGCLevelsskydomescloudy.nus
DestFile = ....NGCLevelsskydomescloudy.CSC
Num Clip Objects = 4
ninstanims: 0
Physics_version = 1
ngcconv Generic NUS File Conversion Utility (c) Travellers Tales 2003-2005

Version: 2.77 Date: Mar 30 2006 Time: 12:42:28


SourceFile = ....NGCLevelsskydomesFierySky.nus
DestFile = ....NGCLevelsskydomesFierySky.CSC
Num Clip Objects = 21
ninstanims: 0
Physics_version = 4
ngcconv Generic NUS File Conversion Utility (c) Travellers Tales 2003-2005

Version: 2.77 Date: Mar 30 2006 Time: 12:42:28


SourceFile = ....NGCLevelsskydomesjungle_skydome.nus
DestFile = ....NGCLevelsskydomesjungle_skydome.CSC
Num Clip Objects = 4
ninstanims: 0
Physics_version = 4
ngcconv Generic NUS File Conversion Utility (c) Travellers Tales 2003-2005

Version: 2.77 Date: Mar 30 2006 Time: 12:42:28


SourceFile = ....NGCLevelsskydomesKongriLa_Skydome.nus
DestFile = ....NGCLevelsskydomesKongriLa_Skydome.CSC
Num Clip Objects = 7
ninstanims: 0
Physics_version = 4
ngcconv Generic NUS File Conversion Utility (c) Travellers Tales 2003-2005

Version: 2.77 Date: Mar 30 2006 Time: 12:42:28


SourceFile = ....NGCLevelsskydomesMonkitropolis_Skydome.nus
DestFile = ....NGCLevelsskydomesMonkitropolis_Skydome.CSC
Num Clip Objects = 6
ninstanims: 0
Physics_version = 4
ngcconv Generic NUS File Conversion Utility (c) Travellers Tales 2003-2005

Version: 2.77 Date: Mar 30 2006 Time: 12:42:28


SourceFile = ....NGCLevelsskydomesMonkitropolis_Skydome_low.nus
DestFile = ....NGCLevelsskydomesMonkitropolis_Skydome_low.CSC
Num Clip Objects = 3
ninstanims: 0
Physics_version = 4
ngcconv Generic NUS File Conversion Utility (c) Travellers Tales 2003-2005

Version: 2.77 Date: Mar 30 2006 Time: 12:42:28


SourceFile = ....NGCLevelsskydomesPinkClouds.nus
DestFile = ....NGCLevelsskydomesPinkClouds.CSC
Num Clip Objects = 3
ninstanims: 0
Physics_version = 4
ngcconv Generic NUS File Conversion Utility (c) Travellers Tales 2003-2005

Version: 2.77 Date: Mar 30 2006 Time: 12:42:28


SourceFile = ....NGCLevelsskydomessf_skydome.nus
DestFile = ....NGCLevelsskydomessf_skydome.CSC
Num Clip Objects = 1
ninstanims: 0
Physics_version = 4
ngcconv Generic NUS File Conversion Utility (c) Travellers Tales 2003-2005

Version: 2.77 Date: Mar 30 2006 Time: 12:42:28


SourceFile = ....NGCLevelsskydomesSF_skydome_1.nus
DestFile = ....NGCLevelsskydomesSF_skydome_1.CSC
Num Clip Objects = 9
ninstanims: 0
Physics_version = 1
ngcconv Generic NUS File Conversion Utility (c) Travellers Tales 2003-2005

Version: 2.77 Date: Mar 30 2006 Time: 12:42:28


SourceFile = ....NGCLevelsskydomessoundfactoryconct_skydome.nus
DestFile = ....NGCLevelsskydomessoundfactoryconct_skydome.CSC
Num Clip Objects = 8
ninstanims: 0
Physics_version = 4
ngcconv Generic NUS File Conversion Utility (c) Travellers Tales 2003-2005

Version: 2.77 Date: Mar 30 2006 Time: 12:42:28


SourceFile = ....NGCLevelsskydomessoundfactory_skydome.nus
DestFile = ....NGCLevelsskydomessoundfactory_skydome.CSC
Num Clip Objects = 9
ninstanims: 0
Physics_version = 4
ngcconv Generic NUS File Conversion Utility (c) Travellers Tales 2003-2005

Version: 2.77 Date: Mar 30 2006 Time: 12:42:28


SourceFile = ....NGCLevelsskydomesSpace.nus
DestFile = ....NGCLevelsskydomesSpace.CSC
Num Clip Objects = 8
ninstanims: 0
Physics_version = 4
ngcconv Generic NUS File Conversion Utility (c) Travellers Tales 2003-2005

Version: 2.77 Date: Mar 30 2006 Time: 12:42:28


SourceFile = ....NGCLevelsskydomesSquareSky.nus
DestFile = ....NGCLevelsskydomesSquareSky.CSC
Num Clip Objects = 37
ninstanims: 0
Physics_version = 4
ngcconv Generic NUS File Conversion Utility (c) Travellers Tales 2003-2005

Version: 2.77 Date: Mar 30 2006 Time: 12:42:28


SourceFile = ....NGCLevelsskydomesSquareSky_green.nus
DestFile = ....NGCLevelsskydomesSquareSky_green.CSC
Num Clip Objects = 33
ninstanims: 0
Physics_version = 4
ngcconv Generic NUS File Conversion Utility (c) Travellers Tales 2003-2005

Version: 2.77 Date: Mar 30 2006 Time: 12:42:28


SourceFile = ....NGCLevelsskydomesSquareSky_night.nus
DestFile = ....NGCLevelsskydomesSquareSky_night.CSC
Num Clip Objects = 28
ninstanims: 0
Physics_version = 4
ngcconv Generic NUS File Conversion Utility (c) Travellers Tales 2003-2005

Version: 2.77 Date: Mar 30 2006 Time: 12:42:28


SourceFile = ....NGCLevelsskydomesStarSky.nus
DestFile = ....NGCLevelsskydomesStarSky.CSC
Num Clip Objects = 5
ninstanims: 0
Physics_version = 4
ngcconv Generic NUS File Conversion Utility (c) Travellers Tales 2003-2005

Version: 2.77 Date: Mar 30 2006 Time: 12:42:28


SourceFile = ....NGCLevelsskydomesZooSkydome.nus
DestFile = ....NGCLevelsskydomesZooSkydome.CSC
Num Clip Objects = 3
ninstanims: 0
Physics_version = 4
ngcconv Generic NUS File Conversion Utility (c) Travellers Tales 2003-2005

Version: 2.77 Date: Mar 30 2006 Time: 12:42:28


SourceFile = ....NGCLevelsskydomesZsea2Skydome.nus
DestFile = ....NGCLevelsskydomesZsea2Skydome.CSC
Num Clip Objects = 3
ninstanims: 0
Physics_version = 4
....NGCLevelsskydomesabovetheclouds.nus

....NGCLevelsskydomesatc_2.nus

....NGCLevelsskydomesAtol_Skydome.nus

....NGCLevelsskydomesbluehigh.nus

....NGCLevelsskydomesbounce_skydome.nus

....NGCLevelsskydomescloudy.nus

....NGCLevelsskydomesFierySky.nus

....NGCLevelsskydomesjungle_skydome.nus

....NGCLevelsskydomesKongriLa_Skydome.nus

....NGCLevelsskydomesMonkitropolis_Skydome.nus

....NGCLevelsskydomesMonkitropolis_Skydome_low.nus

....NGCLevelsskydomesPinkClouds.nus

....NGCLevelsskydomessf_skydome.nus

....NGCLevelsskydomesSF_skydome_1.nus

....NGCLevelsskydomessoundfactoryconct_skydome.nus

....NGCLevelsskydomessoundfactory_skydome.nus

....NGCLevelsskydomesSpace.nus

....NGCLevelsskydomesSquareSky.nus

....NGCLevelsskydomesSquareSky_green.nus

....NGCLevelsskydomesSquareSky_night.nus

....NGCLevelsskydomesStarSky.nus

....NGCLevelsskydomesZooSkydome.nus

....NGCLevelsskydomesZsea2Skydome.nus

Deleted file - C:projectsMonkeyBallNGCLevelsskydomesfilelist.txt
Deleted file - C:projectsMonkeyBallNGCLevelsskydomesabovetheclouds.nus
Deleted file - C:projectsMonkeyBallNGCLevelsskydomesatc_2.nus
Deleted file - C:projectsMonkeyBallNGCLevelsskydomesAtol_Skydome.nus
Deleted file - C:projectsMonkeyBallNGCLevelsskydomesbluehigh.nus
Deleted file - C:projectsMonkeyBallNGCLevelsskydomesbounce_skydome.nus
Deleted file - C:projectsMonkeyBallNGCLevelsskydomescloudy.nus
Deleted file - C:projectsMonkeyBallNGCLevelsskydomesFierySky.nus
Deleted file - C:projectsMonkeyBallNGCLevelsskydomesjungle_skydome.nus
Deleted file - C:projectsMonkeyBallNGCLevelsskydomesKongriLa_Skydome.nus
Deleted file - C:projectsMonkeyBallNGCLevelsskydomesMonkitropolis_Skydome.nus
Deleted file - C:projectsMonkeyBallNGCLevelsskydomesMonkitropolis_Skydome_low.nus
Deleted file - C:projectsMonkeyBallNGCLevelsskydomesPinkClouds.nus
Deleted file - C:projectsMonkeyBallNGCLevelsskydomessf_skydome.nus
Deleted file - C:projectsMonkeyBallNGCLevelsskydomesSF_skydome_1.nus
Deleted file - C:projectsMonkeyBallNGCLevelsskydomessoundfactoryconct_skydome.nus
Deleted file - C:projectsMonkeyBallNGCLevelsskydomessoundfactory_skydome.nus
Deleted file - C:projectsMonkeyBallNGCLevelsskydomesSpace.nus
Deleted file - C:projectsMonkeyBallNGCLevelsskydomesSquareSky.nus
Deleted file - C:projectsMonkeyBallNGCLevelsskydomesSquareSky_green.nus
Deleted file - C:projectsMonkeyBallNGCLevelsskydomesSquareSky_night.nus
Deleted file - C:projectsMonkeyBallNGCLevelsskydomesStarSky.nus
Deleted file - C:projectsMonkeyBallNGCLevelsskydomesZooSkydome.nus
Deleted file - C:projectsMonkeyBallNGCLevelsskydomesZsea2Skydome.nus

DELETEDLOGS


Deleted file - C:projectsMonkeyBallNGCBatchFilesBannersEUbanner.txt
Deleted file - C:projectsMonkeyBallNGCBatchFilesBannersUSbanner.txt
Deleted file - C:projectsMonkeyBallNGCBatchFilesDELETELOG.txt
Deleted file - C:projectsMonkeyBallNGCBatchFilesLEVELLOG.txt
Deleted file - C:projectsMonkeyBallNGCBatchFilesSKYDOME.txt
Deleted file - C:projectsMonkeyBallNGCBatchFilesSPLASHLOG.txt
Deleted file - C:projectsMonkeyBallNGCBatchFilesBannersEUbanner.txt
Deleted file - C:projectsMonkeyBallNGCBatchFilesBannersUSbanner.txt
Deleted file - C:projectsMonkeyBallNGCBatchFilesSavedLogsADVENTURETEXLOG.txt
Deleted file - C:projectsMonkeyBallNGCBatchFilesSavedLogsDELETELOG.txt
Deleted file - C:projectsMonkeyBallNGCBatchFilesSavedLogsFRONTENDTEXLOG.txt
Deleted file - C:projectsMonkeyBallNGCBatchFilesSavedLogsHUDTEXLOG.txt
Deleted file - C:projectsMonkeyBallNGCBatchFilesSavedLogsLEVELLOG.txt
Deleted file - C:projectsMonkeyBallNGCBatchFilesSavedLogsLISTLOG.txt
Deleted file - C:projectsMonkeyBallNGCBatchFilesSavedLogsMAPLOG.txt
Deleted file - C:projectsMonkeyBallNGCBatchFilesSavedLogsMINIGAMETEXLOG.txt
Deleted file - C:projectsMonkeyBallNGCBatchFilesSavedLogsMODELLOG.txt
Deleted file - C:projectsMonkeyBallNGCBatchFilesSavedLogsMUSICLOG.txt
Deleted file - C:projectsMonkeyBallNGCBatchFilesSavedLogsPARTICALLOG.txt
Deleted file - C:projectsMonkeyBallNGCBatchFilesSavedLogsSHOPLOG.txt
Deleted file - C:projectsMonkeyBallNGCBatchFilesSavedLogsSKYDOME.txt
Deleted file - C:projectsMonkeyBallNGCBatchFilesSavedLogsSOUNDSLOG.txt
Deleted file - C:projectsMonkeyBallNGCBatchFilesSavedLogsXMLLOG.txt

LOGTRANSFER.txt


.SavedLogsDELETELOG.txt
.SavedLogsFRONTENDTEXLOG.txt
.SavedLogsHUDTEXLOG.txt
.SavedLogsLEVELLOG.txt
.SavedLogsMODELLOG.txt
.SavedLogsMUSICLOG.txt
.SavedLogsMusic_AV_st1_l.txt
.SavedLogsMusic_AV_st1_r.txt
.SavedLogsMusic_AV_st2_l.txt
.SavedLogsMusic_AV_st2_r.txt
.SavedLogsSKYDOME.txt
.SavedLogsSPLASHLOG.txt
.SavedLogsXMLLOG.txt
13 File(s) copied

MonkeyBallUS.ddf


;-------------------------------
; [Input] Section
;
; DvdRoot="<Root Directory>"
; The name of the directory containing files to be emulated.
; A table for the FST file is generated by retrieving files under the
; directory specified here.
; LDRFileName="<LDR File Name>"
; The name of the Application Loader file.
; BI2FileName="<BI2 File Name>"
;
;
[Input]
DvdRoot="C:ProjectsMonkeyBallNGCDVDDISK"
LDRFileName="$(BUILDTOOLS_ROOT)....$(DOLPHIN_PLATFORM)bootapploader.img"
BI2FileName="$(ODEMUSDKBIN)OdemRun.bi2"

;-------------------------------
; [Output] Section
;
; LayoutFileName="<output Dlf-File>"
; The name of a disk layout file.
; SystemFileName="<output Dsf-File>"
; The name of a system binary file.
; FsInfoFileName="<output Dif-File>"
; The name of a FST information file.
; * This is a text file for checking the FST layout. The optical disk emulator
; does not reference this file.
;
[Output]
;LayoutFileName="Sample.dlf"
;SystemFileName="Sample.dsf"
;FsInfoFileName="Sample.dif"

;-------------------------------
; [DiskID] Section
;
; GameName=<Game Name>
; The video game title in the 4Byte ASCII code supplied by Nintendo.
; Company=<Company Name>
; The company name in the 2Byte ASCII code supplied by Nintendo.
; DiskNumber=<Disk Number>
; Disk number information for multiple disks. The number starts from 0.
; If there is only a single disk, the disk number will be 0.
; GameVersion=<Game Version>
; The version number of the video game.
; Streaming=<Streaming Flag>
; The flag for the streaming mode. "1" should be specified for the
; streaming mode, otherwise "0" should be specified.
; StreamingBufSize=<Streaming Buffer Size>
; Number of Streaming buffers.
; DiskInfo="<Long Game Name>"
; The character string of the video game title (Kanji characters are
; available.).
; TotalDisk=<Total Number of Disks>
; Total number of disks.
;
[DiskID]
GameName=G3LE
Company=8P
DiskNumber=0
GameVersion=0
Streaming=1
DiskInfo="Super Monkey Ball Adventures (TM)"
TotalDisk=1
StreamingBufSize=0

;-------------------------------
; [BB2] Section
;
; FSTMaxLength=<size>
; The size of the area reserved for FST.
; FSTAddress=<address>
; The address where FST should be put.(Start address is specified by FSTAddress.)
; FSTEndAddress=<address>
; The address where FST should be put.(End address is specified by FSTEndAddress.)
; FSTuserTop=<lba>
; The start of LBA in the user area.(If omitted, this is set the start of LBA in the usable free area.)
; FSTuserEnd=<lba>
; The end of LBA in the user area.
;
[BB2]
;FSTMaxLength=0x080000
FSTMaxLength=0
FSTEndAddress=0x80400000
;FSTuserTop=0x00100000
FSTuserEnd=0x57058000

;-------------------------------
; [BI2] Section
;
; DEBUGFLAG=<flag>
; Set this to 0 when not using the any debugger on GDEV, set to 3 when using the CodeWarrior debugger on GDEV.
; LongFileNameSupport=<flag>
; Set to 1 for long file name support; set to 0 to restrict file to 8.3 format.
; Arguments="<arg>"{[,"<arg>"]}
;
[BI2]
LongFileNameSupport=1

CountryCode=us
;-------------------------------
; [LbaAlign] Section
;
; <Priority>="<File Name>",<LBA Align>
;
; Aligns the <File Name> file with the <LBA Align> boundary on the
; optical disk.
; This is used for the files which need the boundary for the starting
; position like ADPCM data. (ADPCM needs to be aligned with a 32KByte
; boundary according to the specification.)
; The evaluation priority is decided depending on the <Priority> value.
; (A bigger numerical value takes higher priority.)
;
[LbaAlign]
1="*.adp",0x8000
1="*.wav",0x8000
1="*.pcm",0x8000
1="*.dat",0x8000
1="*.hvqm",0x8000
;-------------------------------
; [Layout] Section
;
; <Priority>="<File Name>",<laypout val>
;
; The <File Name> file is laid out on the optical disk according to the
; <layout val> value.
; If the <layout val> value is negative, the files are laid out from the inside of the disk, and if it is positive, they are laid out from the outside of the disk.
; This is used to lay out files on the outer area to shorten the access
; time.
; The evaluation priority is decided depending on the <Priority> value.
; (A bigger numerical value takes higher priority.)
;
[Layout]
0="*",1

Music_AV_st1_l.txt


;-------------------------------
; [Input] Section
;
; DvdRoot="<Root Directory>"
; The name of the directory containing files to be emulated.
; A table for the FST file is generated by retrieving files under the
; directory specified here.
; LDRFileName="<LDR File Name>"
; The name of the Application Loader file.
; BI2FileName="<BI2 File Name>"
;
;
[Input]
DvdRoot="C:ProjectsMonkeyBallNGCDVDDISK"
LDRFileName="$(BUILDTOOLS_ROOT)....$(DOLPHIN_PLATFORM)bootapploader.img"
BI2FileName="$(ODEMUSDKBIN)OdemRun.bi2"

;-------------------------------
; [Output] Section
;
; LayoutFileName="<output Dlf-File>"
; The name of a disk layout file.
; SystemFileName="<output Dsf-File>"
; The name of a system binary file.
; FsInfoFileName="<output Dif-File>"
; The name of a FST information file.
; * This is a text file for checking the FST layout. The optical disk emulator
; does not reference this file.
;
[Output]
;LayoutFileName="Sample.dlf"
;SystemFileName="Sample.dsf"
;FsInfoFileName="Sample.dif"

;-------------------------------
; [DiskID] Section
;
; GameName=<Game Name>
; The video game title in the 4Byte ASCII code supplied by Nintendo.
; Company=<Company Name>
; The company name in the 2Byte ASCII code supplied by Nintendo.
; DiskNumber=<Disk Number>
; Disk number information for multiple disks. The number starts from 0.
; If there is only a single disk, the disk number will be 0.
; GameVersion=<Game Version>
; The version number of the video game.
; Streaming=<Streaming Flag>
; The flag for the streaming mode. "1" should be specified for the
; streaming mode, otherwise "0" should be specified.
; StreamingBufSize=<Streaming Buffer Size>
; Number of Streaming buffers.
; DiskInfo="<Long Game Name>"
; The character string of the video game title (Kanji characters are
; available.).
; TotalDisk=<Total Number of Disks>
; Total number of disks.
;
[DiskID]
GameName=G3LE
Company=8P
DiskNumber=0
GameVersion=0
Streaming=1
DiskInfo="Super Monkey Ball Adventures (TM)"
TotalDisk=1
StreamingBufSize=0

;-------------------------------
; [BB2] Section
;
; FSTMaxLength=<size>
; The size of the area reserved for FST.
; FSTAddress=<address>
; The address where FST should be put.(Start address is specified by FSTAddress.)
; FSTEndAddress=<address>
; The address where FST should be put.(End address is specified by FSTEndAddress.)
; FSTuserTop=<lba>
; The start of LBA in the user area.(If omitted, this is set the start of LBA in the usable free area.)
; FSTuserEnd=<lba>
; The end of LBA in the user area.
;
[BB2]
;FSTMaxLength=0x080000
FSTMaxLength=0
FSTEndAddress=0x80400000
;FSTuserTop=0x00100000
FSTuserEnd=0x57058000

;-------------------------------
; [BI2] Section
;
; DEBUGFLAG=<flag>
; Set this to 0 when not using the any debugger on GDEV, set to 3 when using the CodeWarrior debugger on GDEV.
; LongFileNameSupport=<flag>
; Set to 1 for long file name support; set to 0 to restrict file to 8.3 format.
; Arguments="<arg>"{[,"<arg>"]}
;
[BI2]
LongFileNameSupport=1

CountryCode=us
;-------------------------------
; [LbaAlign] Section
;
; <Priority>="<File Name>",<LBA Align>
;
; Aligns the <File Name> file with the <LBA Align> boundary on the
; optical disk.
; This is used for the files which need the boundary for the starting
; position like ADPCM data. (ADPCM needs to be aligned with a 32KByte
; boundary according to the specification.)
; The evaluation priority is decided depending on the <Priority> value.
; (A bigger numerical value takes higher priority.)
;
[LbaAlign]
1="*.adp",0x8000
1="*.wav",0x8000
1="*.pcm",0x8000
1="*.dat",0x8000
1="*.hvqm",0x8000
;-------------------------------
; [Layout] Section
;
; <Priority>="<File Name>",<laypout val>
;
; The <File Name> file is laid out on the optical disk according to the
; <layout val> value.
; If the <layout val> value is negative, the files are laid out from the inside of the disk, and if it is positive, they are laid out from the outside of the disk.
; This is used to lay out files on the outer area to shorten the access
; time.
; The evaluation priority is decided depending on the <Priority> value.
; (A bigger numerical value takes higher priority.)
;
[Layout]
0="*",1

null


Error opening levels/jungisle/village.ptl
Error opening levels/jungisle/village.tre
Error opening levels/jungisle/village.rs2
Error opening levels/jungisle/jipath.ptl
Error opening levels/jungisle/gateway.ptl
Error opening models/furni/global/democoll/democoll.chg
Error opening levels/jungisle/village.me2
Error opening levels/jungisle/village.ga2
Error opening levels/jungisle/village.gc2
Error opening levels/jungisle/village.ge2
Error opening levels/jungisle/village.gw2
Error opening levels/jungisle/village.su2
Error opening levels/jungisle/jimount.tre
Error opening levels/jungisle/jimount.lk
Error opening levels/jungisle/jipath.tre
Error opening levels/jungisle/jipath.rs2
Error opening levels/jungisle/jipath.me2
Error opening levels/jungisle/jipath.ga2
Error opening levels/jungisle/jipath.gc2
Error opening levels/jungisle/jipath.ge2
Error opening levels/jungisle/jipath.gw2
Error opening levels/jungisle/jipath.su2
Error opening levels/jungisle/gateway.tre
Error opening levels/jungisle/gateway.rs2
Error opening levels/jungisle/gateway.me2
Error opening levels/jungisle/gateway.ga2
Error opening levels/jungisle/gateway.gc2
Error opening levels/jungisle/gateway.ge2
Error opening levels/jungisle/gateway.gw2
Error opening levels/jungisle/gateway.su2
Error opening levels/jungisle/village.ptl
Error opening levels/jungisle/village.tre
Error opening levels/jungisle/village.rs2
Error opening levels/jungisle/jipath.ptl
Error opening levels/jungisle/gateway.ptl
Error opening models/furni/global/democoll/democoll.chg
Error opening levels/jungisle/village.me2
Error opening levels/jungisle/village.ga2
Error opening levels/jungisle/village.gc2
Error opening levels/jungisle/village.ge2
Error opening levels/jungisle/village.gw2
Error opening levels/jungisle/village.su2
Error opening levels/jungisle/jimount.tre
Error opening levels/jungisle/jimount.lk
Error opening levels/jungisle/jipath.tre
Error opening levels/jungisle/jipath.rs2
Error opening levels/jungisle/jipath.me2
Error opening levels/jungisle/jipath.ga2
Error opening levels/jungisle/jipath.gc2
Error opening levels/jungisle/jipath.ge2
Error opening levels/jungisle/jipath.gw2
Error opening levels/jungisle/jipath.su2
Error opening levels/jungisle/gateway.tre
Error opening levels/jungisle/gateway.rs2
Error opening levels/jungisle/gateway.me2
Error opening levels/jungisle/gateway.ga2
Error opening levels/jungisle/gateway.gc2
Error opening levels/jungisle/gateway.ge2
Error opening levels/jungisle/gateway.gw2
Error opening levels/jungisle/gateway.su2
Error opening levels/jungisle/village.ptl
Error opening levels/jungisle/village.tre
Error opening levels/jungisle/village.rs2
Error opening levels/jungisle/jipath.ptl
Error opening levels/jungisle/gateway.ptl
Error opening models/furni/global/democoll/democoll.chg
Error opening levels/jungisle/village.me2
Error opening levels/jungisle/village.ga2
Error opening levels/jungisle/village.gc2
Error opening levels/jungisle/village.ge2
Error opening levels/jungisle/village.gw2
Error opening levels/jungisle/village.su2
Error opening levels/jungisle/jimount.tre
Error opening levels/jungisle/jimount.lk
Error opening levels/jungisle/jipath.tre
Error opening levels/jungisle/jipath.rs2
Error opening levels/jungisle/jipath.me2
Error opening levels/jungisle/jipath.ga2
Error opening levels/jungisle/jipath.gc2
Error opening levels/jungisle/jipath.ge2
Error opening levels/jungisle/jipath.gw2
Error opening levels/jungisle/jipath.su2
Error opening levels/jungisle/gateway.tre
Error opening levels/jungisle/gateway.rs2
Error opening levels/jungisle/gateway.me2
Error opening levels/jungisle/gateway.ga2
Error opening levels/jungisle/gateway.gc2
Error opening levels/jungisle/gateway.ge2
Error opening levels/jungisle/gateway.gw2
Error opening levels/jungisle/gateway.su2

SKYDOME.txt


ngcconv Generic NUS File Conversion Utility	(c) Travellers Tales 2003-2005

Version: 2.77 Date: Mar 30 2006 Time: 12:42:28


SourceFile = ....NGCLevelsskydomesabovetheclouds.nus
DestFile = ....NGCLevelsskydomesabovetheclouds.CSC
Num Clip Objects = 13
ninstanims: 0
Physics_version = 4
ngcconv Generic NUS File Conversion Utility (c) Travellers Tales 2003-2005

Version: 2.77 Date: Mar 30 2006 Time: 12:42:28


SourceFile = ....NGCLevelsskydomesatc_2.nus
DestFile = ....NGCLevelsskydomesatc_2.CSC
Num Clip Objects = 1
ninstanims: 0
Physics_version = 4
ngcconv Generic NUS File Conversion Utility (c) Travellers Tales 2003-2005

Version: 2.77 Date: Mar 30 2006 Time: 12:42:28


SourceFile = ....NGCLevelsskydomesAtol_Skydome.nus
DestFile = ....NGCLevelsskydomesAtol_Skydome.CSC
Num Clip Objects = 8
ninstanims: 0
Physics_version = 4
ngcconv Generic NUS File Conversion Utility (c) Travellers Tales 2003-2005

Version: 2.77 Date: Mar 30 2006 Time: 12:42:28


SourceFile = ....NGCLevelsskydomesbluehigh.nus
DestFile = ....NGCLevelsskydomesbluehigh.CSC
Num Clip Objects = 6
ninstanims: 0
Physics_version = 1
ngcconv Generic NUS File Conversion Utility (c) Travellers Tales 2003-2005

Version: 2.77 Date: Mar 30 2006 Time: 12:42:28


SourceFile = ....NGCLevelsskydomesbounce_skydome.nus
DestFile = ....NGCLevelsskydomesbounce_skydome.CSC
Num Clip Objects = 5
ninstanims: 0
Physics_version = 4
ngcconv Generic NUS File Conversion Utility (c) Travellers Tales 2003-2005

Version: 2.77 Date: Mar 30 2006 Time: 12:42:28


SourceFile = ....NGCLevelsskydomescloudy.nus
DestFile = ....NGCLevelsskydomescloudy.CSC
Num Clip Objects = 4
ninstanims: 0
Physics_version = 1
ngcconv Generic NUS File Conversion Utility (c) Travellers Tales 2003-2005

Version: 2.77 Date: Mar 30 2006 Time: 12:42:28


SourceFile = ....NGCLevelsskydomesFierySky.nus
DestFile = ....NGCLevelsskydomesFierySky.CSC
Num Clip Objects = 21
ninstanims: 0
Physics_version = 4
ngcconv Generic NUS File Conversion Utility (c) Travellers Tales 2003-2005

Version: 2.77 Date: Mar 30 2006 Time: 12:42:28


SourceFile = ....NGCLevelsskydomesjungle_skydome.nus
DestFile = ....NGCLevelsskydomesjungle_skydome.CSC
Num Clip Objects = 4
ninstanims: 0
Physics_version = 4
ngcconv Generic NUS File Conversion Utility (c) Travellers Tales 2003-2005

Version: 2.77 Date: Mar 30 2006 Time: 12:42:28


SourceFile = ....NGCLevelsskydomesKongriLa_Skydome.nus
DestFile = ....NGCLevelsskydomesKongriLa_Skydome.CSC
Num Clip Objects = 7
ninstanims: 0
Physics_version = 4
ngcconv Generic NUS File Conversion Utility (c) Travellers Tales 2003-2005

Version: 2.77 Date: Mar 30 2006 Time: 12:42:28


SourceFile = ....NGCLevelsskydomesMonkitropolis_Skydome.nus
DestFile = ....NGCLevelsskydomesMonkitropolis_Skydome.CSC
Num Clip Objects = 6
ninstanims: 0
Physics_version = 4
ngcconv Generic NUS File Conversion Utility (c) Travellers Tales 2003-2005

Version: 2.77 Date: Mar 30 2006 Time: 12:42:28


SourceFile = ....NGCLevelsskydomesMonkitropolis_Skydome_low.nus
DestFile = ....NGCLevelsskydomesMonkitropolis_Skydome_low.CSC
Num Clip Objects = 3
ninstanims: 0
Physics_version = 4
ngcconv Generic NUS File Conversion Utility (c) Travellers Tales 2003-2005

Version: 2.77 Date: Mar 30 2006 Time: 12:42:28


SourceFile = ....NGCLevelsskydomesPinkClouds.nus
DestFile = ....NGCLevelsskydomesPinkClouds.CSC
Num Clip Objects = 3
ninstanims: 0
Physics_version = 4
ngcconv Generic NUS File Conversion Utility (c) Travellers Tales 2003-2005

Version: 2.77 Date: Mar 30 2006 Time: 12:42:28


SourceFile = ....NGCLevelsskydomesrace_skydome.nus
DestFile = ....NGCLevelsskydomesrace_skydome.CSC
Num Clip Objects = 5
ninstanims: 0
Physics_version = 4
ngcconv Generic NUS File Conversion Utility (c) Travellers Tales 2003-2005

Version: 2.77 Date: Mar 30 2006 Time: 12:42:28


SourceFile = ....NGCLevelsskydomessf_skydome.nus
DestFile = ....NGCLevelsskydomessf_skydome.CSC
Num Clip Objects = 1
ninstanims: 0
Physics_version = 4
ngcconv Generic NUS File Conversion Utility (c) Travellers Tales 2003-2005

Version: 2.77 Date: Mar 30 2006 Time: 12:42:28


SourceFile = ....NGCLevelsskydomesSF_skydome_1.nus
DestFile = ....NGCLevelsskydomesSF_skydome_1.CSC
Num Clip Objects = 9
ninstanims: 0
Physics_version = 1
ngcconv Generic NUS File Conversion Utility (c) Travellers Tales 2003-2005

Version: 2.77 Date: Mar 30 2006 Time: 12:42:28


SourceFile = ....NGCLevelsskydomesskycube.nus
DestFile = ....NGCLevelsskydomesskycube.CSC
Num Clip Objects = 1
ninstanims: 0
Physics_version = 4
ngcconv Generic NUS File Conversion Utility (c) Travellers Tales 2003-2005

Version: 2.77 Date: Mar 30 2006 Time: 12:42:28


SourceFile = ....NGCLevelsskydomessoundfactoryconct_skydome.nus
DestFile = ....NGCLevelsskydomessoundfactoryconct_skydome.CSC
Num Clip Objects = 8
ninstanims: 0
Physics_version = 4
ngcconv Generic NUS File Conversion Utility (c) Travellers Tales 2003-2005

Version: 2.77 Date: Mar 30 2006 Time: 12:42:28


SourceFile = ....NGCLevelsskydomessoundfactory_skydome.nus
DestFile = ....NGCLevelsskydomessoundfactory_skydome.CSC
Num Clip Objects = 9
ninstanims: 0
Physics_version = 4
ngcconv Generic NUS File Conversion Utility (c) Travellers Tales 2003-2005

Version: 2.77 Date: Mar 30 2006 Time: 12:42:28


SourceFile = ....NGCLevelsskydomesSpace.nus
DestFile = ....NGCLevelsskydomesSpace.CSC
Num Clip Objects = 8
ninstanims: 0
Physics_version = 4
ngcconv Generic NUS File Conversion Utility (c) Travellers Tales 2003-2005

Version: 2.77 Date: Mar 30 2006 Time: 12:42:28


SourceFile = ....NGCLevelsskydomesSquareSky.nus
DestFile = ....NGCLevelsskydomesSquareSky.CSC
Num Clip Objects = 37
ninstanims: 0
Physics_version = 4
ngcconv Generic NUS File Conversion Utility (c) Travellers Tales 2003-2005

Version: 2.77 Date: Mar 30 2006 Time: 12:42:28


SourceFile = ....NGCLevelsskydomesSquareSky_green.nus
DestFile = ....NGCLevelsskydomesSquareSky_green.CSC
Num Clip Objects = 33
ninstanims: 0
Physics_version = 4
ngcconv Generic NUS File Conversion Utility (c) Travellers Tales 2003-2005

Version: 2.77 Date: Mar 30 2006 Time: 12:42:28


SourceFile = ....NGCLevelsskydomesSquareSky_night.nus
DestFile = ....NGCLevelsskydomesSquareSky_night.CSC
Num Clip Objects = 28
ninstanims: 0
Physics_version = 4
ngcconv Generic NUS File Conversion Utility (c) Travellers Tales 2003-2005

Version: 2.77 Date: Mar 30 2006 Time: 12:42:28


SourceFile = ....NGCLevelsskydomesStarSky.nus
DestFile = ....NGCLevelsskydomesStarSky.CSC
Num Clip Objects = 5
ninstanims: 0
Physics_version = 4
ngcconv Generic NUS File Conversion Utility (c) Travellers Tales 2003-2005

Version: 2.77 Date: Mar 30 2006 Time: 12:42:28


SourceFile = ....NGCLevelsskydomesZooSkydome.nus
DestFile = ....NGCLevelsskydomesZooSkydome.CSC
Num Clip Objects = 3
ninstanims: 0
Physics_version = 4
ngcconv Generic NUS File Conversion Utility (c) Travellers Tales 2003-2005

Version: 2.77 Date: Mar 30 2006 Time: 12:42:28


SourceFile = ....NGCLevelsskydomesZsea2Skydome.nus
DestFile = ....NGCLevelsskydomesZsea2Skydome.CSC
Num Clip Objects = 3
ninstanims: 0
Physics_version = 4
....NGCLevelsskydomesabovetheclouds.nus

....NGCLevelsskydomesatc_2.nus

....NGCLevelsskydomesAtol_Skydome.nus

....NGCLevelsskydomesbluehigh.nus

....NGCLevelsskydomesbounce_skydome.nus

....NGCLevelsskydomescloudy.nus

....NGCLevelsskydomesFierySky.nus

....NGCLevelsskydomesjungle_skydome.nus

....NGCLevelsskydomesKongriLa_Skydome.nus

....NGCLevelsskydomesMonkitropolis_Skydome.nus

....NGCLevelsskydomesMonkitropolis_Skydome_low.nus

....NGCLevelsskydomesPinkClouds.nus

....NGCLevelsskydomesrace_skydome.nus

....NGCLevelsskydomessf_skydome.nus

....NGCLevelsskydomesSF_skydome_1.nus

....NGCLevelsskydomesskycube.nus

....NGCLevelsskydomessoundfactoryconct_skydome.nus

....NGCLevelsskydomessoundfactory_skydome.nus

....NGCLevelsskydomesSpace.nus

....NGCLevelsskydomesSquareSky.nus

....NGCLevelsskydomesSquareSky_green.nus

....NGCLevelsskydomesSquareSky_night.nus

....NGCLevelsskydomesStarSky.nus

....NGCLevelsskydomesZooSkydome.nus

....NGCLevelsskydomesZsea2Skydome.nus

Deleted file - C:projectsMonkeyBallNGCLevelsskydomesfilelist.txt
Deleted file - C:projectsMonkeyBallNGCLevelsskydomesabovetheclouds.nus
Deleted file - C:projectsMonkeyBallNGCLevelsskydomesatc_2.nus
Deleted file - C:projectsMonkeyBallNGCLevelsskydomesAtol_Skydome.nus
Deleted file - C:projectsMonkeyBallNGCLevelsskydomesbluehigh.nus
Deleted file - C:projectsMonkeyBallNGCLevelsskydomesbounce_skydome.nus
Deleted file - C:projectsMonkeyBallNGCLevelsskydomescloudy.nus
Deleted file - C:projectsMonkeyBallNGCLevelsskydomesFierySky.nus
Deleted file - C:projectsMonkeyBallNGCLevelsskydomesjungle_skydome.nus
Deleted file - C:projectsMonkeyBallNGCLevelsskydomesKongriLa_Skydome.nus
Deleted file - C:projectsMonkeyBallNGCLevelsskydomesMonkitropolis_Skydome.nus
Deleted file - C:projectsMonkeyBallNGCLevelsskydomesMonkitropolis_Skydome_low.nus
Deleted file - C:projectsMonkeyBallNGCLevelsskydomesPinkClouds.nus
Deleted file - C:projectsMonkeyBallNGCLevelsskydomesrace_skydome.nus
Deleted file - C:projectsMonkeyBallNGCLevelsskydomessf_skydome.nus
Deleted file - C:projectsMonkeyBallNGCLevelsskydomesSF_skydome_1.nus
Deleted file - C:projectsMonkeyBallNGCLevelsskydomesskycube.nus
Deleted file - C:projectsMonkeyBallNGCLevelsskydomessoundfactoryconct_skydome.nus
Deleted file - C:projectsMonkeyBallNGCLevelsskydomessoundfactory_skydome.nus
Deleted file - C:projectsMonkeyBallNGCLevelsskydomesSpace.nus
Deleted file - C:projectsMonkeyBallNGCLevelsskydomesSquareSky.nus
Deleted file - C:projectsMonkeyBallNGCLevelsskydomesSquareSky_green.nus
Deleted file - C:projectsMonkeyBallNGCLevelsskydomesSquareSky_night.nus
Deleted file - C:projectsMonkeyBallNGCLevelsskydomesStarSky.nus
Deleted file - C:projectsMonkeyBallNGCLevelsskydomesZooSkydome.nus
Deleted file - C:projectsMonkeyBallNGCLevelsskydomesZsea2Skydome.nus



(Source: Ferrox)

Build Dates















GameCube
Compiled - 10:27:47 Jun 28 2006 NGC Release Build - Version

PlayStation 2
Compiled - 10:28:56 Jul  6 2006 PS2 Release Build - Version

PlayStation Portable
Compiled - 12:23:25 Jun  7 2006 PSP Release Build - Version




(Source: Ferrox)

Crash Debugger


SuperMonkeyBallAdventure-crashdebug.png

If the game crashes, it will display some info about the crash.



Unused Levels


Some unused challenge mode levels are present in the game which can be accessed by editing ChallengeMode.xml. See the notes page for more details.


MH_EverDecreasing


SMBA-mheverdecreasing.png


An unused variation of Ever Decreasing with the Moonhaven background.


MT_EverDecreasing


SMBA-mteverdecreasing.png


An unused variation of Ever Decreasing with the Monkitropolis background.


P02_EverDecreasing


SMBA-p02everdecreasing.png


An unused copy of Ever Decreasing which is identical to the used one except it contains no bananas.


P16_Sega


SMBA-p16sega.png


The Sega logo. The edges of the letters are ramps which you use to cross the gaps. Unlike the rest of the unused levels, this one actually has a name SEGA.


p50_Stingray


SMBA-p50stingray.png


A level shaped like a stingray which can't be completed without cheats since there's no way of reaching the platform near the top of the image.


s1_2_holo


SMBA-s1 2 holo.png


Hollow from Super Monkey Ball 2.


s3_3_stones


SMBA-s3 3 stones.png


Stepping Stones from Super Monkey Ball 2.


s5_2_freefall


SMBA-s5 2 freefall.png


Free Fall from Super Monkey Ball 2.


ZT_EverDecreasing


SMBA-zteverdecreasing.png


An unused variant of Ever Decreasing with the Zootopia background.




(Source: Ferrox)

Porting Differences











PS2 GameCube/PSP
SMBA-ps2loadscreen.png SMBA-gcnloadscreen.png


  • The PS2 port displays a blue loading bar during the startup. The GameCube and PSP ports display "Loading" instead.

  • In the PS2 port, you can skip the Traveller's Tales logo FMV.











PS2 GameCube/PSP
SMBA-ps2challengemode.png SMBA-gcnchallengemode.png

  • The Challenge Mode loading screen was given a background in the GameCube and PSP ports.

SMBA-ps2winder1.pngSMBA-ps2winder2.png



  • In an attempt to mask the load times in the PS2 port, the game has loading rooms where you have to press a switch around ten times to open the door to the next part of the world. This mechanic was removed from the GameCube and PSP ports where accessing a loading area will display a standard loading screen instead.

  • Present in throughout the four worlds in the PSP port are collectible cards which can be used to play the PSP exclusive minigame, Monkey Trumps.

  • Future Aiai is an unlockable character in the PS2 port.

  • The PSP and PS2 ports can be linked together to transfer save files.

  • The PSP port has an exclusive series of levels featured in challenge mode which can be unlocked after completing the expert difficulty.















































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