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Tom and Jerry in Fists of Furry (Nintendo 64)
Tom and Jerry in "Fists of Furry" |
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Developer: VIS Entertainment This game has hidden development-related text. This game has a prerelease article |
Get it?
To do: Unused weapons. |
Contents
Sub-Page
Prerelease Info |
Debug Menu
The following GameShark code enables a debug menu, accessible by pausing during gameplay. The functions are identical to the debug menu in The Powerpuff Girls: Chemical X-Traction.
Version | GameShark Code |
---|---|
USA | 800F4A49 0001 |
Europe | 800F4E89 0001 |
Level Menus
A standard level select. This one actually displays the level names correctly.
AI Menu
Allows you to edit the behavior of the characters. Setting any of them OFF makes it player-controlled, while ON makes them play automatically as if it were a demo. Selecting AI Param locks the game.
Cheat Menu
- Inf Time/Health/Ammo - Switches infinite time, health, and ammo, duh.
- Weap Cheat - Allows you to switch between weapons with R. Notably, this includes some unused weapons, none of which seem to do any damage.
- Char Select - Allows you to change your character with L and R.
- P1/P2 Pickups - Brings up a screen in which you can select bonus perks.
- Real Cheats - As if the previous options weren't enough, this option displays a mirrored version of the hidden cheat select in the Options menu, albeit with different names.
- Big John Little John - Increases the size of the player's models.
- Small is Beautiful - Decreases the size of the player's models.
- Walking on the Moon - Lowers gravity, making you capable of jumping higher.
Tools Menu
To do: Check if Compensate does something. |
- Sound Events - Locks the game.
- Balance Audio - A sound test for all the game's sound effects.
- Balance Music - Similar sound test menu like the above, except this one is for the game's music tracks.
- Balance Tools - Load/save function. Selecting Default crashes the game as it requires additional hardware/software.
- Video Tools - A simple menu for adjusting gamma, aliasing and dithering.
- Debug Tools:
- Realcam - Enables the intro camera mode.
- Timer - Displays some colourful bars on-screen.
- FPS - Triggers a simple frames per second display.
- Heap Monitor - Shows several statistics for the game's resources.
- Compensate - Doesn't seem to do anything.
- QA Tools:
- Freezeframe - Freezes the game on the current frame.
- Coords - Shows the player's coordinates.
Text for the menu can be found starting at D48C0.
Unused Text
Internal and Early Stage Names
Every stage has an internal name that is only displayed in the level selector of the debug mode, and an early in development name that is never used (but is, sometimes, almost the same as the final one). Final names of the levels are shown on the level image, but they don't exist as strings.
Final | Internal | Early |
---|---|---|
Duck-Duck Loose | FARMYARD | Hen House Hijinx |
Guard in the Garden | GARDEN | A Garden Full of Trouble |
Backyard Bash | GARDEN 2 | Backyard Bash |
Catching in the Kitchen | KITCHEN 1 | Kitchen Chaos |
Cookin' up a Storm | KITCHEN1 B | Cookin' up a Storm |
Laboratory Retriever | LAB 1 | Shockin' Behavior |
The Mice Before Christmas | CHRISTMAS ROOM | A Night Before Christmas |
Alley- Alley- Action Free! | ALLEYWAY | A Night on the Town |
Bomb Voyage | CRUISE SHIP | Bomb Voyage |
Floor Bored | BASEMENT | Basement Brawl |
Sound Names
A list of defines from sound source code is present in the ROM at address 0x00BC4910. It also lists the names of the various sound samples.
#define SOUND_NOTPLAYED 0 #define SOUND_BALL 1 #define SOUND_BELL 2 #define SOUND_BIG_SPLAT1 3 #define SOUND_BIG_SPLAT2 4 #define SOUND_BIG_SPLAT3 5 #define SOUND_BIG_SPLAT4 6 #define SOUND_BOMB_EXPL 7 #define SOUND_BOMB_FUSE 8 #define SOUND_DYNA_EXPL 9 #define SOUND_DYNA_FUSE 10 #define SOUND_CERAMIC_CRASH1 11 #define SOUND_ELECTRIC 12 #define SOUND_FLAME1 13 #define SOUND_STATUE 14 #define SOUND_SKULL 15 #define SOUND_TYRE 16 #define SOUND_FORK_JAB1 17 #define SOUND_FORK_JAB1_2 18 #define SOUND_FORK_JAB2 19 #define SOUND_FORK_JAB2_2 20 #define SOUND_UMBRELLA_JAB 21 #define SOUND_JAB_POKER 22 #define SOUND_JAB_FISH 23 #define SOUND_JAB1 24 #define SOUND_JAB1_2 25 #define SOUND_JAB2 26 #define SOUND_JAB2_2 27 #define SOUND_JAB3 28 #define SOUND_JAB3_2 29 #define SOUND_GENERIC_SWIPE1 30 #define SOUND_GENERIC_SWIPE2 31 #define SOUND_GENERIC_SWIPE3 32 #define SOUND_GENERIC_SWIPE4 33 #define SOUND_TENNEIS_SWIPE 34 #define SOUND_GENERIC_HIT1 35 #define SOUND_GENERIC_HIT1_2 36 #define SOUND_GENERIC_HIT1_3 37 #define SOUND_MALLET_HIT1 38 #define SOUND_MALLET_HIT1_2 39 #define SOUND_FISH_HIT 40 #define SOUND_SMALL_GLASS_SMASH1 41 #define SOUND_SMALL_GLASS_SMASH1_2 42 #define SOUND_GLASS_SMASH1 43 #define SOUND_GLASS_SMASH1_2 44 #define SOUND_GLASS_SMASH1_3 45 #define SOUND_SMASH_WINDOW 46 #define SOUND_METAL_CRASH1 47 #define SOUND_METAL_CRASH1_2 48 #define SOUND_METAL_CRASH1_3 49 #define SOUND_TRASH_CRASH 50 #define SOUND_WASHMACHINE 51 #define SOUND_METAL_HIT1 52 #define SOUND_METAL_HIT1_2 53 #define SOUND_METAL_HIT2 54 #define SOUND_METAL_HIT2_2 55 #define SOUND_METAL_PAN_HIT1 56 #define SOUND_METAL_PAN_HIT1_2 57 #define SOUND_METAL_PAN_HIT2 58 #define SOUND_METAL_PAN_HIT2_2 59 #define SOUND_METAL_PAN_HIT3 60 #define SOUND_ANVIL_FALL 61 #define SOUND_PRESENT 62 #define SOUND_SMALL_SPLAT 63 #define SOUND_EGGS 64 #define SOUND_STEAM 65 #define SOUND_WALL 66 #define SOUND_WHISTLE 67 #define SOUND_BRUSH_WHACK1 68 #define SOUND_BRUSH_WHACK2 69 #define SOUND_WOOD_WHACK1 70 #define SOUND_WOOD_WHACK1_2 71 #define SOUND_WOOD_WHACK2 72 #define SOUND_WOOD_WHACK2_2 73 #define SOUND_BIG_WOOD_WHACK1 74 #define SOUND_BIG_WOOD_WHACK1_2 75 #define SOUND_PAPER_WHACK 76 #define SOUND_GUITAR_WHACK 77 #define SOUND_CHAIR_SMASH1 78 #define SOUND_CHAIR_SMASH1_2 79 #define SOUND_CHAIR_SMASH2 80 #define SOUND_CHAIR_SMASH2_2 81 #define SOUND_CHAIR_GARDN_SMASH1 82 #define SOUND_CHAIR_GARDN_SMASH2 83 #define SOUND_STOOL_SMASH1 84 #define SOUND_STOOL_SMASH1_2 85 #define SOUND_STOOL_SMASH2 86 #define SOUND_STOOL_SMASH2_1 87 #define SOUND_ARM_CHAIR1 88 #define SOUND_ARM_CHAIR1_2 89 #define SOUND_ARM_CHAIR1_3 90 #define SOUND_CLOCK 91 #define SOUND_CUPBOARD 92 #define SOUND_CRATE_SMASH1 93 #define SOUND_CRATE_SMASH1_2 94 #define SOUND_CRATE_SMASH1_3 95 #define SOUND_WOOD_CRASH1 96 #define SOUND_WOOD_CRASH1_2 97 #define SOUND_WOOD_CRASH1_3 98 #define SOUND_FENCE_SMASH 99 #define SOUND_HAYBALE 100 #define SOUND_BEEHIVE 101 #define SOUND_MOOSE 102 #define SOUND_DAZE 103 #define SOUND_SQUASH_POP 104 #define SOUND_SQUASH_SQUEEZE 105 #define SOUND_SKID1 106 #define SOUND_SKID4 107 #define SOUND_SKID5 108 #define SOUND_JUMP1 109 #define SOUND_JUMP1_2 110 #define SOUND_JUMP2 111 #define SOUND_JUMP2_2 112 #define SOUND_JUMP3 113 #define SOUND_JUMP3_2 114 #define SOUND_JUMP5 115 #define SOUND_JUMP6 116 #define SOUND_JUMP6_2 117 #define SOUND_JUMP7 118 #define SOUND_PICKUP1 119 #define SOUND_PICKUP2 120 #define SOUND_PICKUP3 121 #define SOUND_HIT_PUNCH1 122 #define SOUND_HIT_PUNCH2 123 #define SOUND_HIT_PUNCH3 124 #define SOUND_HIT_PUNCH4 125 #define SOUND_LIGHT_DAMAGE_TOM1 126 #define SOUND_LIGHT_DAMAGE_TOM1_2 127 #define SOUND_LIGHT_DAMAGE_TOM2 128 #define SOUND_LIGHT_DAMAGE_TOM2_2 129 #define SOUND_LIGHT_DAMAGE_TOM3 130 #define SOUND_LIGHT_DAMAGE_TOM3_2 131 #define SOUND_LIGHT_DAMAGE_TOM4 132 #define SOUND_LIGHT_DAMAGE_TOM4_2 133 #define SOUND_LIGHT_DAMAGE_JERRY1 134 #define SOUND_LIGHT_DAMAGE_JERRY1_2 135 #define SOUND_LIGHT_DAMAGE_JERRY2 136 #define SOUND_LIGHT_DAMAGE_JERRY2_2 137 #define SOUND_LIGHT_DAMAGE_JERRY3 138 #define SOUND_LIGHT_DAMAGE_JERRY3_2 139 #define SOUND_LIGHT_DAMAGE_JERRY4 140 #define SOUND_LIGHT_DAMAGE_JERRY4_2 141 #define SOUND_LIGHT_DAMAGE_SPIKE1 142 #define SOUND_LIGHT_DAMAGE_SPIKE1_2 143 #define SOUND_LIGHT_DAMAGE_SPIKE2 144 #define SOUND_LIGHT_DAMAGE_SPIKE2_2 145 #define SOUND_LIGHT_DAMAGE_SPIKE3 146 #define SOUND_LIGHT_DAMAGE_SPIKE3_2 147 #define SOUND_LIGHT_DAMAGE_SPIKE4 148 #define SOUND_LIGHT_DAMAGE_SPIKE4_2 149 #define SOUND_LIGHT_DAMAGE_DUCKLING1 150 #define SOUND_LIGHT_DAMAGE_DUCKLING1_2 151 #define SOUND_LIGHT_DAMAGE_DUCKLING2 152 #define SOUND_LIGHT_DAMAGE_DUCKLING2_2 153 #define SOUND_LIGHT_DAMAGE_DUCKLING3 154 #define SOUND_LIGHT_DAMAGE_DUCKLING3_2 155 #define SOUND_LIGHT_DAMAGE_DUCKLING4 156 #define SOUND_LIGHT_DAMAGE_DUCKLING4_2 157 #define SOUND_LIGHT_DAMAGE_TYKE1 158 #define SOUND_LIGHT_DAMAGE_TYKE1_2 159 #define SOUND_LIGHT_DAMAGE_TYKE2 160 #define SOUND_LIGHT_DAMAGE_TYKE2_2 161 #define SOUND_LIGHT_DAMAGE_TYKE3 162 #define SOUND_LIGHT_DAMAGE_TYKE3_2 163 #define SOUND_LIGHT_DAMAGE_TYKE4 164 #define SOUND_LIGHT_DAMAGE_TYKE4_2 165 #define SOUND_LIGHT_DAMAGE_BUTCH1 166 #define SOUND_LIGHT_DAMAGE_BUTCH1_2 167 #define SOUND_LIGHT_DAMAGE_BUTCH2 168 #define SOUND_LIGHT_DAMAGE_BUTCH2_2 169 #define SOUND_LIGHT_DAMAGE_BUTCH3 170 #define SOUND_LIGHT_DAMAGE_BUTCH3_2 171 #define SOUND_LIGHT_DAMAGE_BUTCH4 172 #define SOUND_LIGHT_DAMAGE_BUTCH4_2 173 #define SOUND_LIGHT_DAMAGE_NIBBLES1 174 #define SOUND_LIGHT_DAMAGE_NIBBLES1_2 175 #define SOUND_LIGHT_DAMAGE_NIBBLES2 176 #define SOUND_LIGHT_DAMAGE_NIBBLES2_2 177 #define SOUND_LIGHT_DAMAGE_NIBBLES3 178 #define SOUND_LIGHT_DAMAGE_NIBBLES3_2 179 #define SOUND_LIGHT_DAMAGE_NIBBLES4 180 #define SOUND_LIGHT_DAMAGE_NIBBLES4_2 181 #define SOUND_KNOCK_BACK_TOM1 182 #define SOUND_KNOCK_BACK_TOM1_2 183 #define SOUND_KNOCK_BACK_TOM2 184 #define SOUND_KNOCK_BACK_TOM2_2 185 #define SOUND_KNOCK_BACK_TOM3 186 #define SOUND_KNOCK_BACK_TOM3_2 187 #define SOUND_KNOCK_BACK_TOM4 188 #define SOUND_KNOCK_BACK_TOM4_2 189 #define SOUND_KNOCK_BACK_JERRY1 190 #define SOUND_KNOCK_BACK_JERRY1_2 191 #define SOUND_KNOCK_BACK_JERRY2 192 #define SOUND_KNOCK_BACK_JERRY2_2 193 #define SOUND_KNOCK_BACK_JERRY3 194 #define SOUND_KNOCK_BACK_JERRY3_2 195 #define SOUND_KNOCK_BACK_JERRY4 196 #define SOUND_KNOCK_BACK_JERRY4_2 197 #define SOUND_KNOCK_BACK_SPIKE1 198 #define SOUND_KNOCK_BACK_SPIKE1_2 199 #define SOUND_KNOCK_BACK_SPIKE2 200 #define SOUND_KNOCK_BACK_SPIKE2_2 201 #define SOUND_KNOCK_BACK_SPIKE3 202 #define SOUND_KNOCK_BACK_SPIKE3_2 203 #define SOUND_KNOCK_BACK_SPIKE4 204 #define SOUND_KNOCK_BACK_SPIKE4_2 205 #define SOUND_KNOCK_BACK_DUCKLING1 206 #define SOUND_KNOCK_BACK_DUCKLING1_2 207 #define SOUND_KNOCK_BACK_DUCKLING2 208 #define SOUND_KNOCK_BACK_DUCKLING2_2 209 #define SOUND_KNOCK_BACK_DUCKLING3 210 #define SOUND_KNOCK_BACK_DUCKLING3_2 211 #define SOUND_KNOCK_BACK_DUCKLING4 212 #define SOUND_KNOCK_BACK_DUCKLING4_2 213 #define SOUND_KNOCK_BACK_TYKE1 214 #define SOUND_KNOCK_BACK_TYKE1_2 215 #define SOUND_KNOCK_BACK_TYKE2 216 #define SOUND_KNOCK_BACK_TYKE2_2 217 #define SOUND_KNOCK_BACK_TYKE3 218 #define SOUND_KNOCK_BACK_TYKE3_2 219 #define SOUND_KNOCK_BACK_TYKE4 220 #define SOUND_KNOCK_BACK_TYKE4_2 221 #define SOUND_KNOCK_BACK_BUTCH1 222 #define SOUND_KNOCK_BACK_BUTCH1_2 223 #define SOUND_KNOCK_BACK_BUTCH2 224 #define SOUND_KNOCK_BACK_BUTCH2_2 225 #define SOUND_KNOCK_BACK_BUTCH3 226 #define SOUND_KNOCK_BACK_BUTCH3_2 227 #define SOUND_KNOCK_BACK_BUTCH4 228 #define SOUND_KNOCK_BACK_BUTCH4_2 229 #define SOUND_KNOCK_BACK_NIBBLES1 230 #define SOUND_KNOCK_BACK_NIBBLES1_2 231 #define SOUND_KNOCK_BACK_NIBBLES2 232 #define SOUND_KNOCK_BACK_NIBBLES2_2 233 #define SOUND_KNOCK_BACK_NIBBLES3 234 #define SOUND_KNOCK_BACK_NIBBLES3_2 235 #define SOUND_KNOCK_BACK_NIBBLES4 236 #define SOUND_KNOCK_BACK_NIBBLES4_2 237 #define SOUND_KNOCK_OVER_TOM1 238 #define SOUND_KNOCK_OVER_TOM1_2 239 #define SOUND_KNOCK_OVER_TOM2 240 #define SOUND_KNOCK_OVER_TOM2_2 241 #define SOUND_KNOCK_OVER_TOM3 242 #define SOUND_KNOCK_OVER_TOM3_2 243 #define SOUND_KNOCK_OVER_TOM4 244 #define SOUND_KNOCK_OVER_TOM4_2 245 #define SOUND_KNOCK_OVER_JERRY1 246 #define SOUND_KNOCK_OVER_JERRY_2 247 #define SOUND_KNOCK_OVER_JERRY2 248 #define SOUND_KNOCK_OVER_JERRY2_2 249 #define SOUND_KNOCK_OVER_JERRY3 250 #define SOUND_KNOCK_OVER_JERR3_2 251 #define SOUND_KNOCK_OVER_JERRY4 252 #define SOUND_KNOCK_OVER_JERRY4_2 253 #define SOUND_KNOCK_OVER_SPIKE1 254 #define SOUND_KNOCK_OVER_SPIKE1_2 255 #define SOUND_KNOCK_OVER_SPIKE2 256 #define SOUND_KNOCK_OVER_SPIKE2_2 257 #define SOUND_KNOCK_OVER_SPIKE3 258 #define SOUND_KNOCK_OVER_SPIKE3_2 259 #define SOUND_KNOCK_OVER_SPIKE4 260 #define SOUND_KNOCK_OVER_SPIKE4_2 261 #define SOUND_KNOCK_OVER_DUCKLING1 262 #define SOUND_KNOCK_OVER_DUCKLING1_2 263 #define SOUND_KNOCK_OVER_DUCKLING2 264 #define SOUND_KNOCK_OVER_DUCKLING2_2 265 #define SOUND_KNOCK_OVER_DUCKLING3 266 #define SOUND_KNOCK_OVER_DUCKLING3_2 267 #define SOUND_KNOCK_OVER_DUCKLING4 268 #define SOUND_KNOCK_OVER_DUCKLING4_2 269 #define SOUND_KNOCK_OVER_TYKE1 270 #define SOUND_KNOCK_OVER_TYKE1_2 271 #define SOUND_KNOCK_OVER_TYKE2 272 #define SOUND_KNOCK_OVER_TYKE2_2 273 #define SOUND_KNOCK_OVER_TYKE3 274 #define SOUND_KNOCK_OVER_TYKE3_2 275 #define SOUND_KNOCK_OVER_TYKE4 276 #define SOUND_KNOCK_OVER_TYKE4_2 277 #define SOUND_KNOCK_OVER_BUTCH1 278 #define SOUND_KNOCK_OVER_BUTCH1_2 279 #define SOUND_KNOCK_OVER_BUTCH2 280 #define SOUND_KNOCK_OVER_BUTCH2_2 281 #define SOUND_KNOCK_OVER_BUTCH3 282 #define SOUND_KNOCK_OVER_BUTCH3_2 283 #define SOUND_KNOCK_OVER_BUTCH4 284 #define SOUND_KNOCK_OVER_BUTCH4_2 285 #define SOUND_KNOCK_OVER_NIBBLES1 286 #define SOUND_KNOCK_OVER_NIBBLES1_2 287 #define SOUND_KNOCK_OVER_NIBBLES2 288 #define SOUND_KNOCK_OVER_NIBBLES2_2 289 #define SOUND_KNOCK_OVER_NIBBLES3 290 #define SOUND_KNOCK_OVER_NIBBLES3_2 291 #define SOUND_KNOCK_OVER_NIBBLES4 292 #define SOUND_KNOCK_OVER_NIBBLES4_2 293 #define SOUND_LIGHT_CRUSH_TOM1 294 #define SOUND_LIGHT_CRUSH_TOM1_2 295 #define SOUND_LIGHT_CRUSH_JERRY1 296 #define SOUND_LIGHT_CRUSH_JERRY1_2 297 #define SOUND_LIGHT_CRUSH_SPIKE1 298 #define SOUND_LIGHT_CRUSH_SPIKE1_2 299 #define SOUND_LIGHT_CRUSH_DUCKLING1 300 #define SOUND_LIGHT_CRUSH_DUCKLING1_2 301 #define SOUND_LIGHT_CRUSH_TYKE1 302 #define SOUND_LIGHT_CRUSH_TYKE1_2 303 #define SOUND_LIGHT_CRUSH_BUTCH1 304 #define SOUND_LIGHT_CRUSH_BUTCH1_2 305 #define SOUND_LIGHT_CRUSH_NIBBLES1 306 #define SOUND_LIGHT_CRUSH_NIBBLES1_2 307 #define SOUND_SQUASH_TOM1 308 #define SOUND_SQUASH_TOM1_2 309 #define SOUND_SQUASH_JERRY1 310 #define SOUND_SQUASH_JERRY1_2 311 #define SOUND_SQUASH_SPIKE1 312 #define SOUND_SQUASH_SPIKE1_2 313 #define SOUND_SQUASH_TYKE1 314 #define SOUND_SQUASH_TYKE1_2 315 #define SOUND_SQUASH_DUCKLING1 316 #define SOUND_SQUASH_DUCKLING1_2 317 #define SOUND_SQUASH_BUTCH1 318 #define SOUND_SQUASH_BUTCH1_2 319 #define SOUND_SQUASH_NIBBLES1 320 #define SOUND_SQUASH_NIBBLES1_2 321 #define SOUND_PRANG_TOM1 322 #define SOUND_PRANG_TOM1_2 323 #define SOUND_PRANG_JERRY1 324 #define SOUND_PRANG_JERRY1_2 325 #define SOUND_PRANG_SPIKE1 326 #define SOUND_PRANG_SPIKE1_2 327 #define SOUND_PRANG_DUCKLING1 328 #define SOUND_PRANG_DUCKLING1_2 329 #define SOUND_PRANG_TYKE1 330 #define SOUND_PRANG_TYKE1_2 331 #define SOUND_PRANG_BUTCH1 332 #define SOUND_PRANG_BUTCH1_2 333 #define SOUND_PRANG_NIBBLES1 334 #define SOUND_PRANG_NIBBLES1_2 335 #define SOUND_HEADSWAP_TOM 336 #define SOUND_HEADSWAP_JERRY 337 #define SOUND_HEADSWAP_SPIKE 338 #define SOUND_HEADSWAP_DUCKLING 339 #define SOUND_HEADSWAP_TYKE 340 #define SOUND_HEADSWAP_BUTCH 341 #define SOUND_HEADSWAP_NIBBLES 342 #define SOUND_HEADSWAP_OUT_TOM 343 #define SOUND_HEADSWAP_OUT_JERRY 344 #define SOUND_HEADSWAP_OUT_SPIKE 345 #define SOUND_HEADSWAP_OUT_DUCKLING 346 #define SOUND_HEADSWAP_OUT_TYKE 347 #define SOUND_HEADSWAP_OUT_BUTCH 348 #define SOUND_HEADSWAP_OUT_NIBBLES 349 #define SOUND_CATCH_FIRE_TOM1 350 #define SOUND_CATCH_FIRE_TOM1_2 351 #define SOUND_CATCH_FIRE_JERRY1 352 #define SOUND_CATCH_FIRE_JERRY1_2 353 #define SOUND_CATCH_FIRE_SPIKE1 354 #define SOUND_CATCH_FIRE_SPIKE1_2 355 #define SOUND_CATCH_FIRE_DUCKLING1 356 #define SOUND_CATCH_FIRE_DUCKLING1_2 357 #define SOUND_CATCH_FIRE_TYKE1 358 #define SOUND_CATCH_FIRE_TYKE1_2 359 #define SOUND_CATCH_FIRE_BUTCH1 360 #define SOUND_CATCH_FIRE_BUTCH1_2 361 #define SOUND_CATCH_FIRE_NIBBLES1 362 #define SOUND_CATCH_FIRE_NIBBLES1_2 363 #define SOUND_DEFEAT_TOM 364 #define SOUND_DEFEAT_JERRY 365 #define SOUND_DEFEAT_SPIKE 366 #define SOUND_DEFEAT_DUCKLING 367 #define SOUND_DEFEAT_TYKE 368 #define SOUND_DEFEAT_BUTCH 369 #define SOUND_DEFEAT_NIBBLES 370 #define SOUND_VICTORY_TOM 371 #define SOUND_VICTORY_JERRY 372 #define SOUND_VICTORY_SPIKE 373 #define SOUND_VICTORY_DUCKLING 374 #define SOUND_VICTORY_TYKE 375 #define SOUND_VICTORY_BUTCH 376 #define SOUND_VICTORY_NIBBLES 377 #define SOUND_DAZE_TOM 378 #define SOUND_DAZE_JERRY 379 #define SOUND_DAZE_SPIKE 380 #define SOUND_DAZE_DUCKLING 381 #define SOUND_DAZE_TYKE 382 #define SOUND_DAZE_BUTCH 383 #define SOUND_DAZE_NIBBLES 384 #define SOUND_INTRO_TOM 385 #define SOUND_INTRO_JERRY 386 #define SOUND_INTRO_SPIKE 387 #define SOUND_INTRO_DUCKLING 388 #define SOUND_INTRO_TYKE 389 #define SOUND_INTRO_BUTCH 390 #define SOUND_INTRO_NIBBLES 391 #define SOUND_POP1 392 #define SOUND_POP1_2 393 #define SOUND_POP2 394 #define SOUND_POP2_2 395 #define SOUND_POP3 396 #define SOUND_CHARACTER_MENU1 397 #define SOUND_CHARACTER_MENU1_2 398 #define SOUND_CHARACTER_MENU2 399 #define SOUND_CHARACTER_MENU2_2 400 #define SOUND_CHARACTER_MENU3 401 #define SOUND_CHARACTER_MENU3_2 402 #define SOUND_CHARACTER_MENU4 403 #define SOUND_CHARACTER_MENU4_2 404 #define SOUND_SELECT_TOM 405 #define SOUND_SELECT_JERRY 406 #define SOUND_SELECT_SPIKE 407 #define SOUND_SELECT_DUCKLING 408 #define SOUND_SELECT_TYKE 409 #define SOUND_SELECT_BUTCH 410 #define SOUND_SELECT_NIBBLES 411 #define SOUND_CHARACTER_DESELCT 412 #define SOUND_A_BUTTON 413 #define SOUND_B_BUTTON 414 #define SOUND_HANDICAP 415 #define SOUND_LEVEL_SCROLL1 416 #define SOUND_LEVEL_SCROLL2 417 #define SOUND_LEVEL_SCROLL3 418 #define SOUND_LEVEL_SCROLL4 419 #define SOUND_HEALTH 420 #define SOUND_POWERUP1 421 #define SOUND_POWERUP_GROW 422 #define SOUND_POWERUP_SHRINK 423 #define SOUND_POWERUP_DISAPPEAR 424 #define SOUND_QUESTION_MARK 425 #define SOUND_QUESTION_MARK_LAND1 426 #define SOUND_QUESTION_MARK_LAND2 427 #define SOUND_QUESTION_MARK_LAND3 428 #define SOUND_OBJECT_FALL 429 #define SOUND_BOILER 430 #define SOUND_ELECTRIC_ARC 431 #define SOUND_ELECTRIC_PROBE_SPARKS 432 #define SOUND_BEE1 433 #define SOUND_BEE2 434 #define SOUND_TIMER1 435 #define SOUND_END_ROUND 436 #define SOUND_FIREW_BANG1 437 #define SOUND_FIREW_BANG2 438 #define SOUND_FIREW_BANG3 439 #define SOUND_FIREW_BANG4 440 #define SOUND_FIREW_BANG5 441 #define SOUND_FIREW_BANG6 442 #define SOUND_FIREW_WOOSH1 443 #define SOUND_FIREW_WOOSH1_2 444 #define SOUND_FIREW_WOOSH1_3 445 #define SOUND_FIREW_WOOSH1_4 446 #define SOUND_FIREW_WOOSH2 447 #define SOUND_FIREW_WOOSH2_2 448 #define SOUND_FIREW_WOOSH2_3 449 #define SOUND_FIREW_WOOSH2_4 450 #define SOUND_BEE_LOOP 451 #define SOUND_AMBIENCE_BIRDS1 452 #define SOUND_AMBIENCE_BIRDS1_2 453 #define SOUND_AMBIENCE_BIRDS2 454 #define SOUND_AMBIENCE_BIRDS2_2 455 #define SOUND_AMBIENCE_BIRDS3 456 #define SOUND_AMBIENCE_BIRDS3_2 457 #define SOUND_AMBIENCE_BIRDS4 458 #define SOUND_AMBIENCE_BIRDS4_2 459 #define SOUND_AMBIENCE_BIRDS5 460 #define SOUND_AMBIENCE_BIRDS5_2 461 #define SOUND_AMBIENCE_DOG1 462 #define SOUND_AMBIENCE_DOG2 463 #define SOUND_AMBIENCE_DOG3 464 #define SOUND_AMBIENCE_DOG4 465 #define SOUND_AMBIENCE_DOG5 466 #define SOUND_AMBIENCE_SEAGULL1 467 #define SOUND_AMBIENCE_SEAGULL2 468 #define SOUND_AMBIENCE_SEAGULL3 469 #define SOUND_AMBIENCE_SEAGULL4 470 #define SOUND_AMBIENCE_SEAGULL5 471 #define SOUND_AMBIENCE_SEA 472 #define SOUND_AMBIENCE_CHICKEN1 473 #define SOUND_AMBIENCE_CHICKEN1_2 474 #define SOUND_AMBIENCE_CHICKEN2 475 #define SOUND_AMBIENCE_CHICKEN2_2 476 #define SOUND_AMBIENCE_CHICKEN3 477 #define SOUND_AMBIENCE_CHICKEN3_2 478 #define SOUND_AMBIENCE_CHICKEN4 479 #define SOUND_AMBIENCE_CHICKEN4_2 480 #define SOUND_AMBIENCE_CHICKEN5 481 #define SOUND_AMBIENCE_DUCK1 482 #define SOUND_AMBIENCE_DUCK2 483 #define SOUND_AMBIENCE_DUCK3 484 #define SOUND_AMBIENCE_COW1 485 #define SOUND_AMBIENCE_COW2 486 #define SOUND_AMBIENCE_PIG1 487 #define SOUND_AMBIENCE_PIG2 488 #define SOUND_AMBIENCE_SHEEP 489 #define SOUND_AMBIENCE_LAMB 490 #define SOUND_AMBIENCE_CRICKETS 491 #define SOUND_AMBIENCE_OWL1 492 #define SOUND_AMBIENCE_OWL1_2 493 #define SOUND_AMBIENCE_OWL2 494 #define SOUND_AMBIENCE_OWL2_2 495 #define SOUND_AMBIENCE_OWL3 496 #define SOUND_AMBIENCE_OWL3_2 497 #define SOUND_AMBIENCE_LAB_LIQUID 498 #define SOUND_AMBIENCE_LAB_BLEEP1 499 #define SOUND_AMBIENCE_LAB_BLEEP2 500 #define SOUND_AMBIENCE_LAB_BLEEP3 501 #define SOUND_AMBIENCE_LAB_BLEEP4 502 #define SOUND_AMBIENCE_LAB_BLEEP5 503 #define SOUND_AMBIENCE_KITCHEN_CLOCK 504 #define SOUND_AMBIENCE_FIREPLACE 505 #define SOUND_AMBIENCE_CAR_PASS1 506 #define SOUND_AMBIENCE_CAR_PASS1_2 507 #define SOUND_AMBIENCE_CAR_PASS2 508 #define SOUND_AMBIENCE_CAR_PASS2_2 509 #define SOUND_AMBIENCE_CAR_PASS3 510 #define SOUND_AMBIENCE_CAR_PASS3_2 511 #define SOUND_AMBIENCE_CAR_PASS4 512 #define SOUND_AMBIENCE_CAR_PASS4_2 513 #define SOUND_AMBIENCE_CAR_HORN1 514 #define SOUND_AMBIENCE_FRIDGE 515 ne SOUND_KN
The Tom & Jerry series
| |
---|---|
Amstrad CPC | Hunting High and Low |
NES | Tom & Jerry |
SNES | Tom & Jerry (Prototype) • The Chase is On! (Prototype) |
Game Boy (Color) | Tom & Jerry (GB) • Frantic Antics! • Tom & Jerry (GBC) • Mouse Attacks • Mousehunt |
Game Gear | The Movie |
Sega Master System | The Movie (Prototype) |
Genesis | Frantic Antics! |
Nintendo 64 | Fists of Furry |
PlayStation | House Trap |
GameCube, PlayStation 2, Xbox | War of the Whiskers (Prototypes) |
Game Boy Advance | The Magic Ring • Infurnal Escape • Tom and Jerry Tales |
Nintendo DS | Tom and Jerry Tales |
Windows | Fists of Furry |
Adobe Flash | Tom's Trap-o-Matic • Bowling • Midnight Snack • Run Jerry Run! • Trap Sandwich • What's the Catch? |
Adobe Shockwave | Cat-a-Pult • The Great Cheese Chase |
HTML5 | Cheese Swipe • Hush Rush |
See Also | |
Cartoon Network |
- Pages missing developer references
- Games developed by VIS Entertainment
- Pages missing publisher references
- Games published by Ubi Soft
- Games published by NewKidCo
- Nintendo 64 games
- Pages missing date references
- Games released in 2000
- Games released in November
- Games released on November 11
- Games released in August
- Games released on August 11
- Games with hidden development-related text
- Games with unused text
- Games with debugging functions
- Games with hidden sound tests
- Games with hidden level selects
- Games with revisional differences
- To do
- Tom & Jerry series
Cleanup > Pages missing date references
Cleanup > Pages missing developer references
Cleanup > Pages missing publisher references
Cleanup > To do
Games > Games by content > Games with debugging functions
Games > Games by content > Games with hidden development-related text
Games > Games by content > Games with hidden level selects
Games > Games by content > Games with hidden sound tests
Games > Games by content > Games with revisional differences
Games > Games by content > Games with unused text
Games > Games by developer > Games developed by VIS Entertainment
Games > Games by platform > Nintendo 64 games
Games > Games by publisher > Games published by NewKidCo
Games > Games by publisher > Games published by Ubisoft > Games published by Ubi Soft
Games > Games by release date > Games released in 2000
Games > Games by release date > Games released in August
Games > Games by release date > Games released in August > Games released on August 11
Games > Games by release date > Games released in November
Games > Games by release date > Games released in November > Games released on November 11
Games > Games by series > Tom & Jerry series