$A0:A83D BF 0E 00 A0 LDA $A0000E,x ; Queue (enemy cry), sound library 2, max queued sounds allowed = 3 $A7:B32C BF 0E 00 A0 LDA $A0000E,x ; Queue sound (enemy 0 cry), sound library 2, max queued sounds allowed = 6 Sound library 1 calls { $80:9C8F A9 39 00 LDA #$0039 ; Queue sound 39h, sound library 1, max queued sounds allowed = 6 (switch HUD item) $81:917C A9 37 00 LDA #$0037 ; Queue sound 37h, sound library 1, max queued sounds allowed = 6 (moved cursor) $81:96FD A9 37 00 LDA #$0037 ; Queue sound 37h, sound library 1, max queued sounds allowed = 6 (moved cursor) $81:9712 A9 37 00 LDA #$0037 ; Queue sound 37h, sound library 1, max queued sounds allowed = 6 (moved cursor) $81:972F A9 37 00 LDA #$0037 ; Queue sound 37h, sound library 1, max queued sounds allowed = 6 (moved cursor) $81:973A A9 37 00 LDA #$0037 ; Queue sound 37h, sound library 1, max queued sounds allowed = 6 (moved cursor) $81:9833 A9 37 00 LDA #$0037 ; Queue sound 37h, sound library 1, max queued sounds allowed = 6 (moved cursor) $81:986F A9 37 00 LDA #$0037 ; Queue sound 37h, sound library 1, max queued sounds allowed = 6 (moved cursor) $81:9879 A9 37 00 LDA #$0037 ; Queue sound 37h, sound library 1, max queued sounds allowed = 6 (moved cursor) $81:989B A9 37 00 LDA #$0037 ; Queue sound 37h, sound library 1, max queued sounds allowed = 6 (moved cursor) $81:99A4 A9 38 00 LDA #$0038 ; Queue sound 38h, sound library 1, max queued sounds allowed = 6 (menu option selected) $81:99CD A9 37 00 LDA #$0037 ; Queue sound 37h, sound library 1, max queued sounds allowed = 6 (moved cursor) $81:99E2 A9 37 00 LDA #$0037 ; Queue sound 37h, sound library 1, max queued sounds allowed = 6 (moved cursor) $81:9B02 A9 37 00 LDA #$0037 ; Queue sound 37h, sound library 1, max queued sounds allowed = 6 (moved cursor) $81:9B9D A9 37 LDA #$37 ; Queue sound 37h, sound library 1, max queued sounds allowed = 6 (moved cursor) $81:9BA7 A9 37 00 LDA #$0037 ; Queue sound 37h, sound library 1, max queued sounds allowed = 6 (moved cursor) $81:9BCC A9 37 LDA #$37 ; Queue sound 37h, sound library 1, max queued sounds allowed = 6 (moved cursor) $81:9BD6 A9 37 00 LDA #$0037 ; Queue sound 37h, sound library 1, max queued sounds allowed = 6 (moved cursor) $81:9C4F A9 38 00 LDA #$0038 ; Queue sound 38h, sound library 1, max queued sounds allowed = 6 (menu option selected) $81:9C6B A9 37 00 LDA #$0037 ; Queue sound 37h, sound library 1, max queued sounds allowed = 6 (moved cursor) $81:9C82 A9 37 00 LDA #$0037 ; Queue sound 37h, sound library 1, max queued sounds allowed = 6 (moved cursor) $81:9D2E A9 37 00 LDA #$0037 ; Queue sound 37h, sound library 1, max queued sounds allowed = 6 (moved cursor) $81:A1F7 A9 37 00 LDA #$0037 ; Queue sound 37h, sound library 1, max queued sounds allowed = 6 (moved cursor) $81:A204 A9 37 00 LDA #$0037 ; Queue sound 37h, sound library 1, max queued sounds allowed = 6 (moved cursor) $81:A219 A9 2A 00 LDA #$002A ; Queue sound 2Ah, sound library 1, max queued sounds allowed = 6 (selected save file) $81:A2B2 A9 37 00 LDA #$0037 ; Queue sound 37h, sound library 1, max queued sounds allowed = 6 (moved cursor) $81:A2D1 A9 37 00 LDA #$0037 ; Queue sound 37h, sound library 1, max queued sounds allowed = 6 (moved cursor) $81:A2EB A9 37 00 LDA #$0037 ; Queue sound 37h, sound library 1, max queued sounds allowed = 6 (moved cursor) $81:A831 A9 38 00 LDA #$0038 ; Queue sound 38h, sound library 1, max queued sounds allowed = 6 (menu option selected) $81:A863 A9 37 00 LDA #$0037 ; Queue sound 37h, sound library 1, max queued sounds allowed = 6 (moved cursor) $81:A88E A9 37 00 LDA #$0037 ; Queue sound 37h, sound library 1, max queued sounds allowed = 6 (moved cursor) $81:AB9F A9 3B 00 LDA #$003B ; Queue sound 3Bh, sound library 1, max queued sounds allowed = 6 (hexagon map -> square map transition) $81:ADAB A9 38 00 LDA #$0038 ; Queue sound 38h, sound library 1, max queued sounds allowed = 6 (menu option selected) $81:ADD8 A9 3C 00 LDA #$003C ; Queue sound 3Ch, sound library 1, max queued sounds allowed = 6 (square map -> hexagon map transition) $81:ADE0 A9 38 00 LDA #$0038 ; Queue sound 38h, sound library 1, max queued sounds allowed = 6 (menu option selected) $81:AFFE A9 3C 00 LDA #$003C ; Queue sound 3Ch, sound library 1, max queued sounds allowed = 6 (square map -> hexagon map transition) $82:83FA A9 02 00 LDA #$0002 ; Queue sound 2, sound library 1, max queued sounds allowed = 15 (silence) $82:8479 A9 02 00 LDA #$0002 ; Queue sound 2, sound library 1, max queued sounds allowed = 15 (silence) $82:8516 A9 02 00 LDA #$0002 ; Queue sound 2, sound library 1, max queued sounds allowed = 15 (silence) $82:92A7 A9 36 00 LDA #$0036 ; Queue sound 36h, sound library 1, max queued sounds allowed = 6 (scrolling map) $82:A564 A9 38 00 LDA #$0038 ; Queue sound 38h, sound library 1, max queued sounds allowed = 6 (menu option selected) $82:A5C2 A9 38 00 LDA #$0038 ; Queue sound 38h, sound library 1, max queued sounds allowed = 6 (menu option selected) $82:ACDE A9 37 00 LDA #$0037 ; Queue sound 37h, sound library 1, max queued sounds allowed = 6 (moved cursor) $82:ACF7 A9 37 00 LDA #$0037 ; Queue sound 37h, sound library 1, max queued sounds allowed = 6 (moved cursor) $82:AE9A A9 37 00 LDA #$0037 ; Queue sound 37h, sound library 1, max queued sounds allowed = 6 (moved cursor) $82:B44A A9 37 00 LDA #$0037 ; Queue sound 37h, sound library 1, max queued sounds allowed = 6 (moved cursor) $82:B480 A9 37 00 LDA #$0037 ; Queue sound 37h, sound library 1, max queued sounds allowed = 6 (moved cursor) $82:B4A2 A9 37 00 LDA #$0037 ; Queue sound 37h, sound library 1, max queued sounds allowed = 6 (moved cursor) $82:B4CE A9 37 00 LDA #$0037 ; Queue sound 37h, sound library 1, max queued sounds allowed = 6 (moved cursor) $82:B4FC A9 37 00 LDA #$0037 ; Queue sound 37h, sound library 1, max queued sounds allowed = 6 (moved cursor) $82:B52A A9 37 00 LDA #$0037 ; Queue sound 37h, sound library 1, max queued sounds allowed = 6 (moved cursor) $82:B553 A9 37 00 LDA #$0037 ; Queue sound 37h, sound library 1, max queued sounds allowed = 6 (moved cursor) $82:B574 A9 38 00 LDA #$0038 ; Queue sound 38h, sound library 1, max queued sounds allowed = 6 (menu option selected) $82:BE19 A9 02 00 LDA #$0002 ; Queue sound 2, sound library 1, max queued sounds allowed = 6 (silence) $82:BE4B A9 41 00 LDA #$0041 ; Queue sound 41h, sound library 1, max queued sounds allowed = 6 (resume charging beam) $82:DD42 A9 02 00 LDA #$0002 ; Queue sound 2, sound library 1, max queued sounds allowed = 15 (silence) $82:ED4C A9 37 00 LDA #$0037 ; Queue sound 37h, sound library 1, max queued sounds allowed = 6 (moved cursor) $82:ED67 A9 37 00 LDA #$0037 ; Queue sound 37h, sound library 1, max queued sounds allowed = 6 (moved cursor) $82:ED8E A9 38 00 LDA #$0038 ; Queue sound 38h, sound library 1, max queued sounds allowed = 6 (menu option selected) $82:F02B A9 37 00 LDA #$0037 ; Queue sound 37h, sound library 1, max queued sounds allowed = 6 (moved cursor) $82:F046 A9 37 00 LDA #$0037 ; Queue sound 37h, sound library 1, max queued sounds allowed = 6 (moved cursor) $82:F063 A9 38 00 LDA #$0038 ; Queue sound 38h, sound library 1, max queued sounds allowed = 6 (menu option selected) $82:F078 A9 38 00 LDA #$0038 ; Queue sound 38h, sound library 1, max queued sounds allowed = 6 (menu option selected) $82:F160 A9 37 00 LDA #$0037 ; Queue sound 37h, sound library 1, max queued sounds allowed = 6 (moved cursor) $82:F186 A9 37 00 LDA #$0037 ; Queue sound 37h, sound library 1, max queued sounds allowed = 6 (moved cursor) $82:F1B5 A9 38 00 LDA #$0038 ; Queue sound 38h, sound library 1, max queued sounds allowed = 6 (menu option selected) $84:8268 A9 32 00 LDA #$0032 ; Queue sound 32h, sound library 1, max queued sounds allowed = 15 (spin jump end) $84:8288 A9 30 00 LDA #$0030 ; Queue sound 30h, sound library 1, max queued sounds allowed = 15 (resumed spin jump) $84:AFF4 dx 8C07,2E ; Queue sound 2Eh, sound library 1, max queued sounds allowed = 6 (saving) $85:811B A9 2E 00 LDA #$002E ; Queue sound 2Eh, sound library 1, max queued sounds allowed = 6 (saving) $85:84EC A9 37 00 LDA #$0037 ; Queue sound 37h, sound library 1, max queued sounds allowed = 6 (moved cursor) $88:8A64 A9 0A 00 LDA #$000A ; Queue sound Ah, sound library 1, max queued sounds allowed = 6 (x-ray end) $88:8AA9 A9 01 00 LDA #$0001 ; Queue sound 1, sound library 1, max queued sounds allowed = 15 (power bomb explosion) $88:A301 A9 01 00 LDA #$0001 ; Queue sound 1, sound library 1, max queued sounds allowed = 6 (power bomb explosion) $8B:F647 A9 22 00 LDA #$0022 ; Queue sound 22h, sound library 1, max queued sounds allowed = 15 (post-credits Samus shoots screen) $90:80AE A9 30 00 LDA #$0030 ; Queue sound 30h, sound library 1, max queued sounds allowed = 6 (resumed spin jump) $90:8452 A9 31 00 LDA #$0031 ; Queue sound 31h, sound library 1, max queued sounds allowed = 6 (spin jump) $90:8463 A9 3E 00 LDA #$003E ; Queue sound 3Eh, sound library 1, max queued sounds allowed = 6 (space jump) $90:8477 A9 33 00 LDA #$0033 ; Queue sound 33h, sound library 1, max queued sounds allowed = 6 (screw attack) $90:A4EE A9 2F 00 LDA #$002F ; Queue sound 2Fh, sound library 1, max queued sounds allowed = 6 (underwater space jump) $90:B8A1 A9 02 00 LDA #$0002 ; Queue sound 2, sound library 1, max queued sounds allowed = 15 (silence) $90:B998 A9 02 00 LDA #$0002 ; Queue sound 2, sound library 1, max queued sounds allowed = 15 (silence) $90:BB40 A9 08 00 LDA #$0008 ; Queue sound 8, sound library 1, max queued sounds allowed = 9 (charging beam) $90:BFB7 A9 02 00 LDA #$0002 ; Queue sound 2, sound library 1, max queued sounds allowed = 9 (silence) $90:C0DE A9 02 00 LDA #$0002 ; Queue sound 2, sound library 1, max queued sounds allowed = 9 (silence) $90:C115 A9 02 00 LDA #$0002 ; Queue sound 2, sound library 1, max queued sounds allowed = 9 (silence) $90:C28F dw 000B ; Queue sound Bh, sound library 1, max queued sounds = 15 (uncharged power beam) $90:C291 dw 000D ; Queue sound Dh, sound library 1, max queued sounds = 15 (uncharged wave beam) $90:C293 dw 000C ; Queue sound Ch, sound library 1, max queued sounds = 15 (uncharged ice beam) $90:C295 dw 000E ; Queue sound Eh, sound library 1, max queued sounds = 15 (uncharged ice + wave beam) $90:C297 dw 000F ; Queue sound Fh, sound library 1, max queued sounds = 15 (uncharged spazer beam) $90:C299 dw 0012 ; Queue sound 12h, sound library 1, max queued sounds = 15 (uncharged spazer + wave beam) $90:C29B dw 0010 ; Queue sound 10h, sound library 1, max queued sounds = 15 (uncharged spazer + ice beam) $90:C29D dw 0011 ; Queue sound 11h, sound library 1, max queued sounds = 15 (uncharged spazer + ice + wave beam) $90:C29F dw 0013 ; Queue sound 13h, sound library 1, max queued sounds = 15 (uncharged plasma beam) $90:C2A1 dw 0016 ; Queue sound 16h, sound library 1, max queued sounds = 15 (uncharged plasma + wave beam) $90:C2A3 dw 0014 ; Queue sound 14h, sound library 1, max queued sounds = 15 (uncharged plasma + ice beam) $90:C2A5 dw 0015 ; Queue sound 15h, sound library 1, max queued sounds = 15 (uncharged plasma + ice + wave beam) $90:C2A7 dw 0017 ; Queue sound 17h, sound library 1, max queued sounds = 15 (charged power beam / hyper beam) $90:C2A9 dw 0019 ; Queue sound 19h, sound library 1, max queued sounds = 15 (charged wave beam) $90:C2AB dw 0018 ; Queue sound 18h, sound library 1, max queued sounds = 15 (charged ice beam) $90:C2AD dw 001A ; Queue sound 1Ah, sound library 1, max queued sounds = 15 (charged ice + wave beam) $90:C2AF dw 001B ; Queue sound 1Bh, sound library 1, max queued sounds = 15 (charged spazer beam) $90:C2B1 dw 001E ; Queue sound 1Eh, sound library 1, max queued sounds = 15 (charged spazer + wave beam) $90:C2B3 dw 001C ; Queue sound 1Ch, sound library 1, max queued sounds = 15 (charged spazer + ice beam) $90:C2B5 dw 001D ; Queue sound 1Dh, sound library 1, max queued sounds = 15 (charged spazer + ice + wave beam) $90:C2B7 dw 001F ; Queue sound 1Fh, sound library 1, max queued sounds = 15 (charged plasma beam) $90:C2B9 dw 0022 ; Queue sound 22h, sound library 1, max queued sounds = 15 (charged plasma + wave beam) $90:C2BB dw 0020 ; Queue sound 20h, sound library 1, max queued sounds = 15 (charged plasma + ice beam) $90:C2BD dw 0021 ; Queue sound 21h, sound library 1, max queued sounds = 15 (charged plasma + ice + wave beam) $90:C2C1 dw 0003 ; Queue sound 3, sound library 1, max queued sounds = 15 (missile) $90:C2C3 dw 0004 ; Queue sound 4, sound library 1, max queued sounds = 15 (super missile) $90:CD82 A9 28 00 LDA #$0028 ; Queue sound 28h, sound library 1, max queued sounds allowed = 6 (wave SBA) $90:CE0B A9 23 00 LDA #$0023 ; Queue sound 23h, sound library 1, max queued sounds allowed = 6 (ice SBA) $90:CE7F A9 25 00 LDA #$0025 ; Queue sound 25h, sound library 1, max queued sounds allowed = 6 (spazer SBA) $90:CF00 A9 27 00 LDA #$0027 ; Queue sound 27h, sound library 1, max queued sounds allowed = 6 (plasma SBA) $90:CF11 A9 24 00 LDA #$0024 ; Queue sound 24h, sound library 1, max queued sounds allowed = 6 (ice SBA end) $90:CF69 A9 24 00 LDA #$0024 ; Queue sound 24h, sound library 1, max queued sounds allowed = 6 (ice SBA end) $90:D058 A9 02 00 LDA #$0002 ; Queue sound 2, sound library 1, max queued sounds allowed = 9 (silence) $90:D336 A9 35 00 LDA #$0035 ; Queue sound 35h, sound library 1, max queued sounds allowed = 5 (Samus damaged) $90:DA17 A9 29 00 LDA #$0029 ; Queue sound 29h, sound library 1, max queued sounds allowed = 6 (wave SBA end) $90:DAF5 A9 28 00 LDA #$0028 ; Queue sound 28h, sound library 1, max queued sounds allowed = 6 (wave SBA) $90:DC20 A9 26 00 LDA #$0026 ; Queue sound 26h, sound library 1, max queued sounds allowed = 6 (spazer SBA end) $90:DE50 A9 41 00 LDA #$0041 ; Queue sound 41h, sound library 1, max queued sounds allowed = 5 (resume charging beam) $90:F1BE A9 02 00 LDA #$0002 ; Queue sound 2, sound library 1, max queued sounds allowed = 15 (silence) $90:F346 A9 06 00 LDA #$0006 ; Queue sound 6, sound library 1, max queued sounds allowed = 6 (grappling) $90:F373 A9 31 00 LDA #$0031 ; Queue sound 31h, sound library 1, max queued sounds allowed = 6 (spin jump) $90:F37C A9 3E 00 LDA #$003E ; Queue sound 3Eh, sound library 1, max queued sounds allowed = 6 (space jump) $90:F385 A9 33 00 LDA #$0033 ; Queue sound 33h, sound library 1, max queued sounds allowed = 6 (screw attack) $90:F456 A9 31 00 LDA #$0031 ; Queue sound 31h, sound library 1, max queued sounds allowed = 9 (spin jump) $90:F45F A9 3E 00 LDA #$003E ; Queue sound 3Eh, sound library 1, max queued sounds allowed = 9 (space jump) $90:F468 A9 33 00 LDA #$0033 ; Queue sound 33h, sound library 1, max queued sounds allowed = 9 (screw attack) $90:F481 A9 32 00 LDA #$0032 ; Queue sound 32h, sound library 1, max queued sounds allowed = 15 (spin jump end) $90:F499 A9 02 00 LDA #$0002 ; Queue sound 2, sound library 1, max queued sounds allowed = 15 (silence) $90:F4C7 A9 41 00 LDA #$0041 ; Queue sound 41h, sound library 1, max queued sounds allowed = 9 (resume charging beam) $90:F526 A9 41 00 LDA #$0041 ; Queue sound 41h, sound library 1, max queued sounds allowed = 9 (resume charging beam) $90:F587 A9 41 00 LDA #$0041 ; Queue sound 41h, sound library 1, max queued sounds allowed = 9 (resume charging beam) $90:F5C8 A9 32 00 LDA #$0032 ; Queue sound 32h, sound library 1, max queued sounds allowed = 15 (spin jump end) $91:D54A A9 32 00 LDA #$0032 ; Queue sound 32h, sound library 1, max queued sounds allowed = 9 (spin jump end) $91:D622 A9 32 00 LDA #$0032 ; Queue sound 32h, sound library 1, max queued sounds allowed = 9 (spin jump end) $91:D8CD A9 35 00 LDA #$0035 ; Queue sound 35h, sound library 1, max queued sounds allowed = 6 (Samus damaged) $91:D944 A9 06 00 LDA #$0006 ; Queue sound 6, sound library 1, max queued sounds allowed = 9 (grappling) $91:E694 A9 06 00 LDA #$0006 ; Queue sound 6, sound library 1, max queued sounds allowed = 6 (grappling) $91:E6C4 A9 41 00 LDA #$0041 ; Queue sound 41h, sound library 1, max queued sounds allowed = 6 (resume charging beam) $91:EF31 A9 09 00 LDA #$0009 ; Queue sound 9, sound library 1, max queued sounds allowed = 6 (x-ray) $91:F068 A9 32 00 LDA #$0032 ; Queue sound 32h, sound library 1, max queued sounds allowed = 6 (spin jump end) $91:F071 A9 34 00 LDA #$0034 ; Queue sound 34h, sound library 1, max queued sounds allowed = 6 (screw attack end) $91:F6CB A9 31 00 LDA #$0031 ; Queue sound 31h, sound library 1, max queued sounds allowed = 6 (spin jump) $91:F6D4 A9 3E 00 LDA #$003E ; Queue sound 3Eh, sound library 1, max queued sounds allowed = 6 (space jump) $91:F72C A9 31 00 LDA #$0031 ; Queue sound 31h, sound library 1, max queued sounds allowed = 6 (spin jump) $91:F735 A9 3E 00 LDA #$003E ; Queue sound 3Eh, sound library 1, max queued sounds allowed = 6 (space jump) $91:F74F A9 33 00 LDA #$0033 ; Queue sound 33h, sound library 1, max queued sounds allowed = 6 (screw attack) $9B:B3B9 A9 32 00 LDA #$0032 ; Queue sound 32h, sound library 1, max queued sounds allowed = 6 (spin jump end) $9B:B8AA A9 07 00 LDA #$0007 ; Queue sound 7, sound library 1, max queued sounds allowed = 6 (grapple end) $9B:C693 A9 05 00 LDA #$0005 ; Queue sound 5, sound library 1, max queued sounds allowed = 1 (grapple start) $9B:C73B A9 06 00 LDA #$0006 ; Queue sound 6, sound library 1, max queued sounds allowed = 6 (grappling) $9B:C856 A9 07 00 LDA #$0007 ; Queue sound 7, sound library 1, max queued sounds allowed = 15 (grapple end) $9B:C8C5 A9 07 00 LDA #$0007 ; Queue sound 7, sound library 1, max queued sounds allowed = 15 (grapple end) $9B:C9CE A9 07 00 LDA #$0007 ; Queue sound 7, sound library 1, max queued sounds allowed = 15 (grapple end) $9B:CB8B A9 07 00 LDA #$0007 ; Queue sound 7, sound library 1, max queued sounds allowed = 15 (grapple end) $A0:9A52 A9 3D 00 LDA #$003D ; Queue sound 3Dh, sound library 1, max queued sounds allowed = 6 (dud shot) $A0:A7CB A9 3D 00 LDA #$003D ; Queue sound 3Dh, sound library 1, max queued sounds allowed = 3 (dud shot) $A0:A8D8 A9 3D 00 LDA #$003D ; Queue sound 3Dh, sound library 1, max queued sounds allowed = 3 (dud shot) $A3:955C A9 32 00 LDA #$0032 ; Queue sound 32h, sound library 1, max queued sounds allowed = 6 (spin jump end) $A3:BC4A dw 0017 ; Queue sound 17h, sound library 1, max queued sounds allowed = 6 (charged power beam) $A3:BC4C dw 0019 ; Queue sound 19h, sound library 1, max queued sounds allowed = 6 (charged wave beam) $A3:BC4E dw 0018 ; Queue sound 18h, sound library 1, max queued sounds allowed = 6 (charged ice beam) $A3:BC50 dw 001A ; Queue sound 1Ah, sound library 1, max queued sounds allowed = 6 (charged ice + wave beam) $A3:BC52 dw 001E ; Queue sound 1Eh, sound library 1, max queued sounds allowed = 6 (charged spazer + wave beam) $A3:BC54 dw 001C ; Queue sound 1Ch, sound library 1, max queued sounds allowed = 6 (charged spazer + ice beam) $A3:BC56 dw 001D ; Queue sound 1Dh, sound library 1, max queued sounds allowed = 6 (charged spazer + ice + wave beam) $A3:BC58 dw 001F ; Queue sound 1Fh, sound library 1, max queued sounds allowed = 6 (charged plasma beam) $A3:BC5A dw 0022 ; Queue sound 22h, sound library 1, max queued sounds allowed = 6 (charged plasma + wave beam) $A3:BC5C dw 0020 ; Queue sound 20h, sound library 1, max queued sounds allowed = 6 (charged plasma + ice beam) $A3:BC5E dw 0021 ; Queue sound 21h, sound library 1, max queued sounds allowed = 6 (charged plasma + ice + wave beam) $A6:E13C A9 3D 00 LDA #$003D ; Queue sound 3Dh, sound library 1, max queued sounds allowed = 6 (dud shot) $A7:B0EB A9 3D 00 LDA #$003D ; Queue sound 3Dh, sound library 1, max queued sounds allowed = 6 (dud shot) $A9:8769 A9 40 00 LDA #$0040 ; Queue sound 40h, sound library 1, max queued sounds allowed = 6 (Mother Brain's rainbow beam) $A9:BAA2 A9 02 00 LDA #$0002 ; Queue sound 2, sound library 1, max queued sounds allowed = 6 (silence) $A9:BB39 A9 40 00 LDA #$0040 ; Queue sound 40h, sound library 1, max queued sounds allowed = 6 (Mother Brain's rainbow beam) $A9:BEE0 A9 02 00 LDA #$0002 ; Queue sound 2, sound library 1, max queued sounds allowed = 6 (silence) $A9:C8D3 A9 40 00 LDA #$0040 ; Queue sound 40h, sound library 1, max queued sounds allowed = 6 (Mother Brain's rainbow beam) } Sound library 2 calls { $82:8401 A9 71 00 LDA #$0071 ; Queue sound 71h, sound library 2, max queued sounds allowed = 15 (silence) $82:8480 A9 71 00 LDA #$0071 ; Queue sound 71h, sound library 2, max queued sounds allowed = 15 (silence) $82:851D A9 71 00 LDA #$0071 ; Queue sound 71h, sound library 2, max queued sounds allowed = 15 (silence) $82:BE20 A9 71 00 LDA #$0071 ; Queue sound 71h, sound library 2, max queued sounds allowed = 6 (silence) $82:DD49 A9 71 00 LDA #$0071 ; Queue sound 71h, sound library 2, max queued sounds allowed = 15 (silence) $82:E26F A9 71 00 LDA #$0071 ; Queue sound 71h, sound library 2, max queued sounds allowed = 15 (silence) $84:AB12 dx 8C10,0A ; Queue sound Ah, sound library 2, max queued sounds allowed = 6 (block crumble) $84:AB36 dx 8C10,0A ; Queue sound Ah, sound library 2, max queued sounds allowed = 6 (block crumble) $84:ACCB dx 8C10,31 ; Queue sound 31h, sound library 2, max queued sounds allowed = 6 (Brinstar plant chewing) $84:AD0B dx 8C10,31 ; Queue sound 31h, sound library 2, max queued sounds allowed = 6 (Brinstar plant chewing) $84:AD86 dx 8C10,37 ; Queue sound 37h, sound library 2, max queued sounds allowed = 6 (refill/map station engaged) $84:AD97 dx 8C10,38 ; Queue sound 38h, sound library 2, max queued sounds allowed = 6 (refill/map station disengaged) $84:ADA4 dx 8C10,37 ; Queue sound 37h, sound library 2, max queued sounds allowed = 6 (refill/map station engaged) $84:ADB5 dx 8C10,38 ; Queue sound 38h, sound library 2, max queued sounds allowed = 6 (refill/map station disengaged) $84:ADF5 dx 8C10,37 ; Queue sound 37h, sound library 2, max queued sounds allowed = 6 (refill/map station engaged) $84:AE06 dx 8C10,38 ; Queue sound 38h, sound library 2, max queued sounds allowed = 6 (refill/map station disengaged) $84:AE17 dx 8C10,37 ; Queue sound 37h, sound library 2, max queued sounds allowed = 6 (refill/map station engaged) $84:AE28 dx 8C10,38 ; Queue sound 38h, sound library 2, max queued sounds allowed = 6 (refill/map station disengaged) $84:AE7F dx 8C10,37 ; Queue sound 37h, sound library 2, max queued sounds allowed = 6 (refill/map station engaged) $84:AE90 dx 8C10,38 ; Queue sound 38h, sound library 2, max queued sounds allowed = 6 (refill/map station disengaged) $84:AEA1 dx 8C10,37 ; Queue sound 37h, sound library 2, max queued sounds allowed = 6 (refill/map station engaged) $84:AEB2 dx 8C10,38 ; Queue sound 38h, sound library 2, max queued sounds allowed = 6 (refill/map station disengaged) $84:B8F4 dx 8C10,15 ; Queue sound 15h, sound library 2, max queued sounds allowed = 6 (Maridia elevatube) $84:B9A2 dx 8C10,0A ; Queue sound Ah, sound library 2, max queued sounds allowed = 6 (block crumbled) $84:BD45 A9 57 00 LDA #$0057 ; Queue sound 57h, sound library 2, max queued sounds allowed = 6 (shot door/gate with dud shot) $84:BD74 A9 57 00 LDA #$0057 ; Queue sound 57h, sound library 2, max queued sounds allowed = 6 (shot door/gate with dud shot) $84:BDA7 A9 57 00 LDA #$0057 ; Queue sound 57h, sound library 2, max queued sounds allowed = 6 (shot door/gate with dud shot) $84:BDC9 A9 57 00 LDA #$0057 ; Queue sound 57h, sound library 2, max queued sounds allowed = 6 (shot door/gate with dud shot) $84:C55E A9 57 00 LDA #$0057 ; Queue sound 57h, sound library 2, max queued sounds allowed = 6 (shot door/gate with dud shot) $84:C57D A9 57 00 LDA #$0057 ; Queue sound 57h, sound library 2, max queued sounds allowed = 6 (shot door/gate with dud shot) $84:C5A1 A9 57 00 LDA #$0057 ; Queue sound 57h, sound library 2, max queued sounds allowed = 6 (shot door/gate with dud shot) $84:C5C5 A9 57 00 LDA #$0057 ; Queue sound 57h, sound library 2, max queued sounds allowed = 6 (shot door/gate with dud shot) $84:C5E4 A9 57 00 LDA #$0057 ; Queue sound 57h, sound library 2, max queued sounds allowed = 6 (shot door/gate with dud shot) $84:C602 A9 57 00 LDA #$0057 ; Queue sound 57h, sound library 2, max queued sounds allowed = 6 (shot door/gate with dud shot) $84:C92E dx 8C10,06 ; Queue sound 6, sound library 2, max queued sounds allowed = 6 (block destroyed by contact damage) $84:C951 dx 8C7C,06 ; Queue sound 6, sound library 2, max queued sounds allowed = 1 (block destroyed by contact damage) $84:C974 dx 8C7C,06 ; Queue sound 6, sound library 2, max queued sounds allowed = 1 (block destroyed by contact damage) $84:C997 dx 8C7C,06 ; Queue sound 6, sound library 2, max queued sounds allowed = 1 (block destroyed by contact damage) $84:C9BA dx 8C10,06 ; Queue sound 6, sound library 2, max queued sounds allowed = 6 (block destroyed by contact damage) $84:C9CF dx 8C7C,06 ; Queue sound 6, sound library 2, max queued sounds allowed = 1 (block destroyed by contact damage) $84:C9E4 dx 8C7C,06 ; Queue sound 6, sound library 2, max queued sounds allowed = 1 (block destroyed by contact damage) $84:C9F9 dx 8C7C,0A ; Queue sound Ah, sound library 2, max queued sounds allowed = 1 (block crumbled) $84:CA1C dx 8C7C,0A ; Queue sound Ah, sound library 2, max queued sounds allowed = 1 (block crumbled) $84:CA41 dx 8C7C,0A ; Queue sound Ah, sound library 2, max queued sounds allowed = 1 (block crumbled) $84:CA66 dx 8C7C,0A ; Queue sound Ah, sound library 2, max queued sounds allowed = 1 (block crumbled) $84:CA8B dx 8C7C,0A ; Queue sound Ah, sound library 2, max queued sounds allowed = 1 (block crumbled) $84:CAA0 dx 8C7C,0A ; Queue sound Ah, sound library 2, max queued sounds allowed = 1 (block crumbled) $84:CAB5 dx 8C7C,0A ; Queue sound Ah, sound library 2, max queued sounds allowed = 1 (block crumbled) $84:CACA dx 8C7C,0A ; Queue sound Ah, sound library 2, max queued sounds allowed = 1 (block crumbled) $84:CADF dx 8C7C,0A ; Queue sound Ah, sound library 2, max queued sounds allowed = 1 (block crumbled) $84:CB02 dx 8C7C,0A ; Queue sound Ah, sound library 2, max queued sounds allowed = 1 (block crumbled) $84:CB27 dx 8C7C,0A ; Queue sound Ah, sound library 2, max queued sounds allowed = 1 (block crumbled) $84:CB4C dx 8C7C,0A ; Queue sound Ah, sound library 2, max queued sounds allowed = 1 (block crumbled) $84:CB71 dx 8C10,0A ; Queue sound Ah, sound library 2, max queued sounds allowed = 6 (block crumbled) $84:CB94 dx 8C7C,0A ; Queue sound Ah, sound library 2, max queued sounds allowed = 1 (block crumbled) $84:CBB7 dx 8C7C,0A ; Queue sound Ah, sound library 2, max queued sounds allowed = 1 (block crumbled) $84:CBCC dx 8C7C,0A ; Queue sound Ah, sound library 2, max queued sounds allowed = 1 (block crumbled) $84:CBE1 dx 8C7C,0A ; Queue sound Ah, sound library 2, max queued sounds allowed = 1 (block crumbled) $84:CBF6 dx 8C7C,0A ; Queue sound Ah, sound library 2, max queued sounds allowed = 1 (block crumbled) $84:CC0B dx 8C10,0A ; Queue sound Ah, sound library 2, max queued sounds allowed = 6 (block crumbled) $84:CC20 dx 8C7C,0A ; Queue sound Ah, sound library 2, max queued sounds allowed = 1 (block crumbled) $84:CC35 dx 8C46,06 ; Queue sound 6, sound library 2, max queued sounds allowed = 3 (block destroyed by contact damage) $84:CC3C dx 8C46,0A ; Queue sound Ah, sound library 2, max queued sounds allowed = 3 (block crumbled) $84:CC5F dx 8C46,06 ; Queue sound 6, sound library 2, max queued sounds allowed = 3 (block destroyed by contact damage) $84:CC66 dx 8C46,0A ; Queue sound Ah, sound library 2, max queued sounds allowed = 3 (block crumbled) $84:CC8B dx 8C46,06 ; Queue sound 6, sound library 2, max queued sounds allowed = 3 (block destroyed by contact damage) $84:CC92 dx 8C46,0A ; Queue sound Ah, sound library 2, max queued sounds allowed = 3 (block crumbled) $84:CCB7 dx 8C46,06 ; Queue sound 6, sound library 2, max queued sounds allowed = 3 (block destroyed by contact damage) $84:CCBE dx 8C46,0A ; Queue sound Ah, sound library 2, max queued sounds allowed = 3 (block crumbled) $84:CCE3 dx 8C46,06 ; Queue sound 6, sound library 2, max queued sounds allowed = 3 (block destroyed by contact damage) $84:CCEA dx 8C46,0A ; Queue sound Ah, sound library 2, max queued sounds allowed = 3 (block crumbled) $84:CCFF dx 8C46,06 ; Queue sound 6, sound library 2, max queued sounds allowed = 3 (block destroyed by contact damage) $84:CD06 dx 8C46,0A ; Queue sound Ah, sound library 2, max queued sounds allowed = 3 (block crumbled) $84:CD1B dx 8C46,06 ; Queue sound 6, sound library 2, max queued sounds allowed = 3 (block destroyed by contact damage) $84:CD22 dx 8C46,0A ; Queue sound Ah, sound library 2, max queued sounds allowed = 3 (block crumbled) $84:CD37 dx 8C46,06 ; Queue sound 6, sound library 2, max queued sounds allowed = 3 (block destroyed by contact damage) $84:CD3E dx 8C46,0A ; Queue sound Ah, sound library 2, max queued sounds allowed = 3 (block crumbled) $84:CD53 dx 8C46,0A ; Queue sound Ah, sound library 2, max queued sounds allowed = 3 (block crumbled) $84:CD6E dx 8C10,0A ; Queue sound Ah, sound library 2, max queued sounds allowed = 6 (block crumbled) $84:CDAD dx 8C10,0A ; Queue sound Ah, sound library 2, max queued sounds allowed = 6 (block crumbled) $84:D504 dx 8C10,1A ; Queue sound 1Ah, sound library 2, max queued sounds allowed = 6 (n00b tube shattering) $84:D785 A9 4C 00 LDA #$004C ; Queue sound 4Ch, sound library 2, max queued sounds allowed = 6 (eye door acid spit) $84:D880 dx 8C10,09 ; Queue sound 9, sound library 2, max queued sounds allowed = 6 (enemy killed) $84:D9B7 dx 8C10,09 ; Queue sound 9, sound library 2, max queued sounds allowed = 6 (enemy killed) $84:E00F dx 8C10,0A ; Queue sound Ah, sound library 2, max queued sounds allowed = 6 (block crumbled) $86:919F A9 29 00 LDA #$0029 ; Queue sound 29h, sound library 2, max queued sounds allowed = 6 (Crocomire's wall explodes) $86:91BB A9 25 00 LDA #$0025 ; Queue sound 25h, sound library 2, max queued sounds allowed = 6 (big explosion) $86:93C2 A9 2B 00 LDA #$002B ; Queue sound 2Bh, sound library 2, max queued sounds allowed = 6 (Ridley's fireball hit surface) $86:943A A9 2B 00 LDA #$002B ; Queue sound 2Bh, sound library 2, max queued sounds allowed = 6 (Ridley's fireball hit surface) $86:972C A9 6D 00 LDA #$006D ; Queue sound 6Dh, sound library 2, max queued sounds allowed = 6 (Ceres tiles falling from ceiling) $86:A046 A9 67 00 LDA #$0067 ; Queue sound 67h, sound library 2, max queued sounds allowed = 6 (pirate laser) $86:A3DD dx 8312,24 ; Queue sound 24h, sound library 2, max queued sounds allowed = 6 (small explosion) $86:A410 dx 8312,24 ; Queue sound 24h, sound library 2, max queued sounds allowed = 6 (small explosion) $86:A43D dx 8312,24 ; Queue sound 24h, sound library 2, max queued sounds allowed = 6 (small explosion) $86:A4AA dx 837E,26 ; Queue sound 26h, sound library 2, max queued sounds allowed = 1 (Bomb Torizo explosive swipe) $86:A4C7 dx 8312,0C ; Queue sound Ch, sound library 2, max queued sounds allowed = 6 (torizo statue crumbles) $86:A4D8 dx 8312,0C ; Queue sound Ch, sound library 2, max queued sounds allowed = 6 (torizo statue crumbles) $86:A4E9 dx 8312,0C ; Queue sound Ch, sound library 2, max queued sounds allowed = 6 (torizo statue crumbles) $86:A4FA dx 8312,0C ; Queue sound Ch, sound library 2, max queued sounds allowed = 6 (torizo statue crumbles) $86:A50B dx 8312,0C ; Queue sound Ch, sound library 2, max queued sounds allowed = 6 (torizo statue crumbles) $86:A51C dx 8312,0C ; Queue sound Ch, sound library 2, max queued sounds allowed = 6 (torizo statue crumbles) $86:A52D dx 8312,0C ; Queue sound Ch, sound library 2, max queued sounds allowed = 6 (torizo statue crumbles) $86:A53E dx 8312,0C ; Queue sound Ch, sound library 2, max queued sounds allowed = 6 (torizo statue crumbles) $86:A54F dx 8312,0C ; Queue sound Ch, sound library 2, max queued sounds allowed = 6 (torizo statue crumbles) $86:A560 dx 8312,0C ; Queue sound Ch, sound library 2, max queued sounds allowed = 6 (torizo statue crumbles) $86:A571 dx 8312,0C ; Queue sound Ch, sound library 2, max queued sounds allowed = 6 (torizo statue crumbles) $86:A582 dx 8312,0C ; Queue sound Ch, sound library 2, max queued sounds allowed = 6 (torizo statue crumbles) $86:A593 dx 8312,0C ; Queue sound Ch, sound library 2, max queued sounds allowed = 6 (torizo statue crumbles) $86:A5A4 dx 8312,0C ; Queue sound Ch, sound library 2, max queued sounds allowed = 6 (torizo statue crumbles) $86:A5B5 dx 8312,0C ; Queue sound Ch, sound library 2, max queued sounds allowed = 6 (torizo statue crumbles) $86:A5C6 dx 8312,0C ; Queue sound Ch, sound library 2, max queued sounds allowed = 6 (torizo statue crumbles) $86:AAF2 dx 8312,0D ; Queue sound Dh, sound library 2, max queued sounds allowed = 6 (splashed into water) $86:ADBF dx 8312,48 ; Queue sound 48h, sound library 2, max queued sounds allowed = 6 (torizo sonic boom) $86:ADD2 dx 8312,48 ; Queue sound 48h, sound library 2, max queued sounds allowed = 6 (torizo sonic boom) $86:B14B dx 8312,22 ; Queue sound 22h, sound library 2, max queued sounds allowed = 6 (Golden Torizo egg hatches) $86:B166 dx 8312,22 ; Queue sound 22h, sound library 2, max queued sounds allowed = 6 (Golden Torizo egg hatches) $86:B2FD dx 8312,24 ; Queue sound 24h, sound library 2, max queued sounds allowed = 6 (small explosion) $86:B44F dx 8312,24 ; Queue sound 24h, sound library 2, max queued sounds allowed = 6 (small explosion) $86:B470 dx 8312,24 ; Queue sound 24h, sound library 2, max queued sounds allowed = 6 (small explosion) $86:B7DB dx 8312,19 ; Queue sound 19h, sound library 2, max queued sounds allowed = 6 (Tourian statue unlocking particle) $86:D0C0 A9 6C 00 LDA #$006C ; Queue sound 6Ch, sound library 2, max queued sounds allowed = 6 (kago bug) $86:D3B6 A9 67 00 LDA #$0067 ; Queue sound 67h, sound library 2, max queued sounds allowed = 6 (pirate laser) $86:EB96 A9 24 00 LDA #$0024 ; Queue sound 24h, sound library 2, max queued sounds allowed = 6 (small explosion) $86:EE8D A9 09 00 LDA #$0009 ; Queue sound 9, sound library 2, max queued sounds allowed = 1 (enemy killed) $86:EE99 A9 24 00 LDA #$0024 ; Queue sound 24h, sound library 2, max queued sounds allowed = 1 (small explosion) $86:EEA5 A9 0B 00 LDA #$000B ; Queue sound Bh, sound library 2, max queued sounds allowed = 1 (enemy killed by contact damage) $86:F0C2 A9 01 00 LDA #$0001 ; Queue sound 1, sound library 2, max queued sounds allowed = 1 (collected small health drop) $86:F0D1 A9 02 00 LDA #$0002 ; Queue sound 2, sound library 2, max queued sounds allowed = 1 (collected big health drop) $86:F0E0 A9 05 00 LDA #$0005 ; Queue sound 5, sound library 2, max queued sounds allowed = 1 (collected power bomb drop) $86:F0EF A9 03 00 LDA #$0003 ; Queue sound 3, sound library 2, max queued sounds allowed = 1 (collected missile drop) $86:F0FE A9 04 00 LDA #$0004 ; Queue sound 4, sound library 2, max queued sounds allowed = 1 (collected super missile drop) $88:B256 dw 0046 ; Queue sound 46h, sound library 2, max queued sounds allowed = 6 (lavaquake) $88:B25A dw 0046 ; Queue sound 46h, sound library 2, max queued sounds allowed = 6 (lavaquake) $88:B25E dw 0046 ; Queue sound 46h, sound library 2, max queued sounds allowed = 6 (lavaquake) $88:B262 dw 0046 ; Queue sound 46h, sound library 2, max queued sounds allowed = 6 (lavaquake) $88:B266 dw 0046 ; Queue sound 46h, sound library 2, max queued sounds allowed = 6 (lavaquake) $88:B26A dw 0046 ; Queue sound 46h, sound library 2, max queued sounds allowed = 6 (lavaquake) $88:B26E dw 0046 ; Queue sound 46h, sound library 2, max queued sounds allowed = 6 (lavaquake) $88:B272 dw 0046 ; Queue sound 46h, sound library 2, max queued sounds allowed = 6 (lavaquake) $88:B3A1 db 12 ; Queue sound 12h, sound library 2, max queued sounds allowed = 6 (lava bubbling 1) $88:B3A2 db 13 ; Queue sound 13h, sound library 2, max queued sounds allowed = 6 (lava bubbling 2) $88:B3A3 db 14 ; Queue sound 14h, sound library 2, max queued sounds allowed = 6 (lava bubbling 3) $88:B3A4 db 12 ; Queue sound 12h, sound library 2, max queued sounds allowed = 6 (lava bubbling 1) $88:B3A5 db 13 ; Queue sound 13h, sound library 2, max queued sounds allowed = 6 (lava bubbling 2) $88:B3A6 db 14 ; Queue sound 14h, sound library 2, max queued sounds allowed = 6 (lava bubbling 3) $88:B3A7 db 12 ; Queue sound 12h, sound library 2, max queued sounds allowed = 6 (lava bubbling 1) $88:B3A8 db 13 ; Queue sound 13h, sound library 2, max queued sounds allowed = 6 (lava bubbling 2) $8B:A94F A9 0B 00 LDA #$000B ; Queue sound Bh, sound library 2, max queued sounds allowed = 6 (enemy killed by contact damage) $8D:F04F dx C673,18 ; Queue sound 18h, sound library 2, max queued sounds allowed = 6 (beacon) $8F:C1DE db 24 ; Queue sound 24h, sound library 2, max queued sounds allowed = 6 (small explosion) $8F:C1E1 db 25 ; Queue sound 25h, sound library 2, max queued sounds allowed = 6 (big explosion) $90:808F A9 0E 00 LDA #$000E ; Queue sound Eh, sound library 2, max queued sounds allowed = 6 (splashed out of water) $90:80DF A9 0D 00 LDA #$000D ; Queue sound Dh, sound library 2, max queued sounds allowed = 6 (splashed into water) $90:817F A9 0F 00 LDA #$000F ; Queue sound Fh, sound library 2, max queued sounds allowed = 6 (low pitched air bubbles) $90:8184 A9 11 00 LDA #$0011 ; Queue sound 11h, sound library 2, max queued sounds allowed = 6 (high pitched air bubbles) $90:82BC A9 10 00 LDA #$0010 ; Queue sound 10h, sound library 2, max queued sounds allowed = 6 (lava/acid damaging Samus) $90:C14A A9 08 00 LDA #$0008 ; Queue sound 8, sound library 2, max queued sounds allowed = 6 (bomb explosion) $91:D590 A9 56 00 LDA #$0056 ; Queue sound 56h, sound library 2, max queued sounds allowed = 6 (acquired suit) $91:D668 A9 56 00 LDA #$0056 ; Queue sound 56h, sound library 2, max queued sounds allowed = 6 (acquired suit) $93:80EF A9 0C 00 LDA #$000C ; Queue sound Ch, sound library 2, max queued sounds allowed = 6 (beam hit wall) $93:80FD A9 07 00 LDA #$0007 ; Queue sound 7, sound library 2, max queued sounds allowed = 6 (missile hit wall) $A0:A55A A9 0B 00 LDA #$000B ; Queue sound Bh, sound library 2, max queued sounds allowed = 1 (enemy killed by contact damage) $A2:88D0 A9 0E 00 LDA #$000E ; Queue sound Eh, sound library 2, max queued sounds allowed = 6 (splashed out of water) $A2:907B A9 1B 00 LDA #$001B ; Queue sound 1Bh, sound library 2, max queued sounds allowed = 6 (tatori hits wall) $A2:94D1 A9 3A 00 LDA #$003A ; Queue sound 3Ah, sound library 2, max queued sounds allowed = 6 (tatori spinning) $A2:9F2C A9 34 00 LDA #$0034 ; Queue sound 34h, sound library 2, max queued sounds allowed = 6 (cacatac spikes) $A2:A763 A9 4D 00 LDA #$004D ; Queue sound 4Dh, sound library 2, max queued sounds allowed = 6 (gunship hover) $A2:BC2A A9 65 00 LDA #$0065 ; Queue sound 65h, sound library 2, max queued sounds allowed = 6 (rio cry) $A2:BF36 A9 0D 00 LDA #$000D ; Queue sound Dh, sound library 2, max queued sounds allowed = 6 (splashed into water) $A2:C359 A9 65 00 LDA #$0065 ; Queue sound 65h, sound library 2, max queued sounds allowed = 6 (rio cry) $A2:C825 A9 64 00 LDA #$0064 ; Queue sound 64h, sound library 2, max queued sounds allowed = 6 (holtz cry) $A2:CB6D A9 0E 00 LDA #$000E ; Queue sound Eh, sound library 2, max queued sounds allowed = 6 (splashed out of water) $A2:CFD7 A9 63 00 LDA #$0063 ; Queue sound 63h, sound library 2, max queued sounds allowed = 6 (Mother Brain's ketchup beam) $A2:D3B8 A9 57 00 LDA #$0057 ; Queue sound 57h, sound library 2, max queued sounds allowed = 6 (shot oum) $A2:E70F A9 61 00 LDA #$0061 ; Queue sound 61h, sound library 2, max queued sounds allowed = 6 (dragon) $A3:89EB A9 5B 00 LDA #$005B ; Queue sound 5Bh, sound library 2, max queued sounds allowed = 6 (skree launches attack) $A3:8A54 A9 5C 00 LDA #$005C ; Queue sound 5Ch, sound library 2, max queued sounds allowed = 6 (skree hits the ground) $A3:AA78 dx AA68,005D ; Queue sound 5Dh, sound library 2, max queued sounds allowed = 3 (sidehopper jumped) $A3:AA84 dx AA68,005E ; Queue sound 5Eh, sound library 2, max queued sounds allowed = 3 (sidehopper landed) $A3:AA9E dx AA68,005D ; Queue sound 5Dh, sound library 2, max queued sounds allowed = 3 (sidehopper jumped) $A3:AAAA dx AA68,005E ; Queue sound 5Eh, sound library 2, max queued sounds allowed = 3 (sidehopper landed) $A3:B0C7 dx AA68,005D ; Queue sound 5Dh, sound library 2, max queued sounds allowed = 3 (sidehopper jumped) $A3:B0D3 dx AA68,005E ; Queue sound 5Eh, sound library 2, max queued sounds allowed = 3 (sidehopper landed) $A3:B0ED dx AA68,005D ; Queue sound 5Dh, sound library 2, max queued sounds allowed = 3 (sidehopper jumped) $A3:B0F9 dx AA68,005E ; Queue sound 5Eh, sound library 2, max queued sounds allowed = 3 (sidehopper landed) $A3:BA7A A9 56 00 LDA #$0056 ; Queue sound 56h, sound library 2, max queued sounds allowed = 6 (acquired suit) $A3:C70E A9 5B 00 LDA #$005B ; Queue sound 5Bh, sound library 2, max queued sounds allowed = 6 (skree launches attack) $A3:C777 A9 5C 00 LDA #$005C ; Queue sound 5Ch, sound library 2, max queued sounds allowed = 6 (skree hits the ground) $A3:D229 A9 70 00 LDA #$0070 ; Queue sound 70h, sound library 2, max queued sounds allowed = 3 (yard bounce) $A3:D3E3 A9 70 00 LDA #$0070 ; Queue sound 70h, sound library 2, max queued sounds allowed = 3 (yard bounce) $A3:D497 A9 70 00 LDA #$0070 ; Queue sound 70h, sound library 2, max queued sounds allowed = 3 (yard bounce) $A3:DC72 A9 57 00 LDA #$0057 ; Queue sound 57h, sound library 2, max queued sounds allowed = 6 (shot reflec) $A3:EAA7 A9 50 00 LDA #$0050 ; Queue sound 50h, sound library 2, max queued sounds allowed = 6 (metroid draining Samus) $A3:EAD6 dw 0050 ; Queue sound 50h, sound library 2, max queued sounds allowed = 6 (random metroid cry / metroid draining Samus) $A3:EAD8 dw 0058 ; Queue sound 58h, sound library 2, max queued sounds allowed = 6 (random metroid cry / shot mochtroid) $A3:EADA dw 005A ; Queue sound 5Ah, sound library 2, max queued sounds allowed = 6 (random metroid cry / shot metroid) $A3:EADC dw 0050 ; Queue sound 50h, sound library 2, max queued sounds allowed = 6 (random metroid cry / metroid draining Samus) $A3:EADE dw 0058 ; Queue sound 58h, sound library 2, max queued sounds allowed = 6 (random metroid cry / shot mochtroid) $A3:EAE0 dw 005A ; Queue sound 5Ah, sound library 2, max queued sounds allowed = 6 (random metroid cry / shot metroid) $A3:EAE2 dw 0058 ; Queue sound 58h, sound library 2, max queued sounds allowed = 6 (random metroid cry / shot mochtroid) $A3:EAE4 dw 005A ; Queue sound 5Ah, sound library 2, max queued sounds allowed = 6 (random metroid cry / shot metroid) $A3:F03A A9 5A 00 LDA #$005A ; Queue sound 5Ah, sound library 2, max queued sounds allowed = 6 (shot metroid) $A4:88CA A9 54 00 LDA #$0054 ; Queue sound 54h, sound library 2, max queued sounds allowed = 6 (shot Crocomire) $A4:8A22 A9 3B 00 LDA #$003B ; Queue sound 3Bh, sound library 2, max queued sounds allowed = 6 (dachora shinespark) $A4:8CFD A9 74 00 LDA #$0074 ; Queue sound 74h, sound library 2, max queued sounds allowed = 6 (Crocomire's cry) $A4:8D09 A9 25 00 LDA #$0025 ; Queue sound 25h, sound library 2, max queued sounds allowed = 6 (big explosion) $A4:8D15 A9 75 00 LDA #$0075 ; Queue sound 75h, sound library 2, max queued sounds allowed = 6 (Crocomire's skeleton collapses) $A4:8E91 A9 3B 00 LDA #$003B ; Queue sound 3Bh, sound library 2, max queued sounds allowed = 6 (dachora shinespark) $A4:8FD5 A9 76 00 LDA #$0076 ; Queue sound 76h, sound library 2, max queued sounds allowed = 6 (quake) $A4:94FD A9 77 00 LDA #$0077 ; Queue sound 77h, sound library 2, max queued sounds allowed = 6 (Crocomire melting cry) $A4:9508 A9 2D 00 LDA #$002D ; Queue sound 2Dh, sound library 2, max queued sounds allowed = 6 (Crocomire dying cry) $A4:98AC A9 2B 00 LDA #$002B ; Queue sound 2Bh, sound library 2, max queued sounds allowed = 6 (Crocomire post-death rumble) $A4:9982 A9 29 00 LDA #$0029 ; Queue sound 29h, sound library 2, max queued sounds allowed = 6 (Crocomire's wall explodes) $A4:99C0 A9 30 00 LDA #$0030 ; Queue sound 30h, sound library 2, max queued sounds allowed = 6 (Crocomire destroys wall) $A4:9A7E A9 25 00 LDA #$0025 ; Queue sound 25h, sound library 2, max queued sounds allowed = 6 (big explosion) $A5:98B1 dx 9F60,0025 ; Queue sound 25h, sound library 2, max queued sounds allowed = 6 (big explosion) $A5:98CB dx 9F60,0025 ; Queue sound 25h, sound library 2, max queued sounds allowed = 6 (big explosion) $A5:990C dx 9F60,004C ; Queue sound 4Ch, sound library 2, max queued sounds allowed = 6 (Draygon goop) $A5:9922 dx 9F60,0073 ; Queue sound 73h, sound library 2, max queued sounds allowed = 6 (Draygon's cry) $A5:9ABA dx 9F60,0025 ; Queue sound 25h, sound library 2, max queued sounds allowed = 6 (big explosion) $A5:9B36 dx 9F60,0025 ; Queue sound 25h, sound library 2, max queued sounds allowed = 6 (big explosion) $A5:9B76 dx 9F60,0025 ; Queue sound 25h, sound library 2, max queued sounds allowed = 6 (big explosion) $A5:9C9E dx 9F60,004C ; Queue sound 4Ch, sound library 2, max queued sounds allowed = 6 (Draygon goop) $A5:9CB4 dx 9F60,0073 ; Queue sound 73h, sound library 2, max queued sounds allowed = 6 (Draygon's cry) $A5:9E73 dx 9F60,0025 ; Queue sound 25h, sound library 2, max queued sounds allowed = 6 (big explosion) $A5:9EEF dx 9F60,0025 ; Queue sound 25h, sound library 2, max queued sounds allowed = 6 (big explosion) $A5:9F31 dx 9F60,0025 ; Queue sound 25h, sound library 2, max queued sounds allowed = 6 (big explosion) $A5:E6E7 dx E895,002C ; Queue sound 2Ch, sound library 2, max queued sounds allowed = 6 (Spore Spawn opens up) $A5:E9A7 A9 29 00 LDA #$0029 ; Queue sound 29h, sound library 2, max queued sounds allowed = 6 (Spore Spawn gets hard) $A5:E9EB A9 25 00 LDA #$0025 ; Queue sound 25h, sound library 2, max queued sounds allowed = 6 (big explosion) $A6:88A9 A9 42 00 LDA #$0042 ; Queue sound 42h, sound library 2, max queued sounds allowed = 6 (boulder bounces) $A6:88D5 A9 43 00 LDA #$0043 ; Queue sound 43h, sound library 2, max queued sounds allowed = 6 (boulder explodes) $A6:899B A9 42 00 LDA #$0042 ; Queue sound 42h, sound library 2, max queued sounds allowed = 6 (boulder bounces) $A6:89B6 A9 43 00 LDA #$0043 ; Queue sound 43h, sound library 2, max queued sounds allowed = 6 (boulder explodes) $A6:8C18 A9 1B 00 LDA #$001B ; Queue sound 1Bh, sound library 2, max queued sounds allowed = 6 (spike platform stops) $A6:8DB1 A9 61 00 LDA #$0061 ; Queue sound 61h, sound library 2, max queued sounds allowed = 6 (fire pillar) $A6:9948 A9 5E 00 LDA #$005E ; Queue sound 5Eh, sound library 2, max queued sounds allowed = 6 (fire arc part spawns) $A6:9B1E A9 3F 00 LDA #$003F ; Queue sound 3Fh, sound library 2, max queued sounds allowed = 6 (fake Kraid lint) $A6:9BBC A9 16 00 LDA #$0016 ; Queue sound 16h, sound library 2, max queued sounds allowed = 6 (fake Kraid cry) $A6:AACD A9 4E 00 LDA #$004E ; Queue sound 4Eh, sound library 2, max queued sounds allowed = 6 (Ceres Ridley getaway) $A6:B74C A9 76 00 LDA #$0076 ; Queue sound 76h, sound library 2, max queued sounds allowed = 6 (quake) $A6:C371 A9 45 00 LDA #$0045 ; Queue sound 45h, sound library 2, max queued sounds allowed = 3 (typewriter stroke - Ceres self destruct sequence) $A6:C666 A9 24 00 LDA #$0024 ; Queue sound 24h, sound library 2, max queued sounds allowed = 3 (small explosion) $A6:E4BE A9 59 00 LDA #$0059 ; Queue sound 59h, sound library 2, max queued sounds allowed = 6 (Ridley's roar) $A6:F838 A9 25 00 LDA #$0025 ; Queue sound 25h, sound library 2, max queued sounds allowed = 6 (big explosion) $A7:AF95 A9 2D 00 LDA #$002D ; Queue sound 2Dh, sound library 2, max queued sounds allowed = 6 (Kraid's roar) $A7:AFA0 A9 2E 00 LDA #$002E ; Queue sound 2Eh, sound library 2, max queued sounds allowed = 6 (Kraid's dying cry) $A7:B650 A9 76 00 LDA #$0076 ; Queue sound 76h, sound library 2, max queued sounds allowed = 6 (quake) $A7:CDED dw 0079 ; Queue sound 79h, sound library 2, max queued sounds allowed = 6 $A7:CDEF dw 007A ; Queue sound 7Ah, sound library 2, max queued sounds allowed = 6 $A7:CDF1 dw 007B ; Queue sound 7Bh, sound library 2, max queued sounds allowed = 6 $A7:D9DE A9 24 00 LDA #$0024 ; Queue sound 24h, sound library 2, max queued sounds allowed = 6 (small explosion) $A7:D9E7 A9 2B 00 LDA #$002B ; Queue sound 2Bh, sound library 2, max queued sounds allowed = 6 (Phantoon exploding) $A7:DA7E A9 7E 00 LDA #$007E ; Queue sound 7Eh, sound library 2, max queued sounds allowed = 6 (Phantoon's dying cry) $A7:DDB9 A9 73 00 LDA #$0073 ; Queue sound 73h, sound library 2, max queued sounds allowed = 6 (Phantoon's cry) $A7:DDDC A9 73 00 LDA #$0073 ; Queue sound 73h, sound library 2, max queued sounds allowed = 6 (Phantoon's cry) $A7:E9CC A9 35 00 LDA #$0035 ; Queue sound 35h, sound library 2, max queued sounds allowed = 15 (etecoon's theme) $A7:EA2F A9 33 00 LDA #$0033 ; Queue sound 33h, sound library 2, max queued sounds allowed = 6 (etecoon cry) $A7:EB8E A9 32 00 LDA #$0032 ; Queue sound 32h, sound library 2, max queued sounds allowed = 6 (etecoon wall-jump) $A7:EE36 A9 33 00 LDA #$0033 ; Queue sound 33h, sound library 2, max queued sounds allowed = 6 (etecoon cry) $A7:EE8C A9 33 00 LDA #$0033 ; Queue sound 33h, sound library 2, max queued sounds allowed = 6 (etecoon cry) $A7:F5B4 A9 1D 00 LDA #$001D ; Queue sound 1Dh, sound library 2, max queued sounds allowed = 15 (dachora cry) $A7:F66D A9 71 00 LDA #$0071 ; Queue sound 71h, sound library 2, max queued sounds allowed = 15 (silence) $A7:F6BE A9 3D 00 LDA #$003D ; Queue sound 3Dh, sound library 2, max queued sounds allowed = 6 (dachora stored shinespark) $A7:F6E5 A9 39 00 LDA #$0039 ; Queue sound 39h, sound library 2, max queued sounds allowed = 6 (dachora speed booster) $A7:F7CA A9 3B 00 LDA #$003B ; Queue sound 3Bh, sound library 2, max queued sounds allowed = 6 (dachora shinespark) $A7:F892 A9 3C 00 LDA #$003C ; Queue sound 3Ch, sound library 2, max queued sounds allowed = 6 (dachora shinespark ended) $A8:8791 A9 5E 00 LDA #$005E ; Queue sound 5Eh, sound library 2, max queued sounds allowed = 6 (evir spit) $A8:9135 A9 17 00 LDA #$0017 ; Queue sound 17h, sound library 2, max queued sounds allowed = 6 (morph ball eye's ray) $A8:9174 A9 71 00 LDA #$0071 ; Queue sound 71h, sound library 2, max queued sounds allowed = 6 (silence) $A8:9627 A9 1F 00 LDA #$001F ; Queue sound 1Fh, sound library 2, max queued sounds allowed = 9 (fune spits) $A8:A13E A9 2F 00 LDA #$002F ; Queue sound 2Fh, sound library 2, max queued sounds allowed = 6 (yapping maw) $A8:ACB0 dx AE12,0061 ; Queue sound 61h, sound library 2, max queued sounds allowed = 6 (magdollite spit), if enemy is on-screen $A8:AD50 dx AE12,0061 ; Queue sound 61h, sound library 2, max queued sounds allowed = 6 (magdollite spit), if enemy is on-screen $A8:D0B8 A9 68 00 LDA #$0068 ; Queue sound 68h, sound library 2, max queued sounds allowed = 6 (work robot) $A8:DDBC A9 5E 00 LDA #$005E ; Queue sound 5Eh, sound library 2, max queued sounds allowed = 6 (alcoon spawns) $A8:DF2A A9 3F 00 LDA #$003F ; Queue sound 3Fh, sound library 2, max queued sounds allowed = 6 (alcoon spit) $A8:F6DC A9 4C 00 LDA #$004C ; Queue sound 4Ch, sound library 2, max queued sounds allowed = 6 (ki-hunter spit) $A9:8921 A9 24 00 LDA #$0024 ; Queue sound 24h, sound library 2, max queued sounds allowed = 3 (small explosion) $A9:8BC3 A9 24 00 LDA #$0024 ; Queue sound 24h, sound library 2, max queued sounds allowed = 3 (small explosion) $A9:8F75 A9 29 00 LDA #$0029 ; Queue sound 29h, sound library 2, max queued sounds allowed = 3 (Mother Brain rising into phase 2) $A9:9AF1 A9 63 00 LDA #$0063 ; Queue sound 63h, sound library 2, max queued sounds allowed = 6 (Mother Brain's death beam) $A9:9B91 dx 9B28,007E ; Queue sound 7Eh, sound library 2, max queued sounds allowed = 6 (Mother Brain's cry - high pitch) $A9:9BC5 dx 9B28,007E ; Queue sound 7Eh, sound library 2, max queued sounds allowed = 6 (Mother Brain's cry - high pitch) $A9:9BF7 dx 9B28,007E ; Queue sound 7Eh, sound library 2, max queued sounds allowed = 6 (Mother Brain's cry - high pitch) $A9:9C43 dx 9B28,007E ; Queue sound 7Eh, sound library 2, max queued sounds allowed = 6 (Mother Brain's cry - high pitch) $A9:9CEF dx 9B28,006F ; Queue sound 6Fh, sound library 2, max queued sounds allowed = 6 (Mother Brain's cry - low pitch) $A9:9D47 dx 9B28,006F ; Queue sound 6Fh, sound library 2, max queued sounds allowed = 6 (Mother Brain's cry - low pitch) $A9:9D89 dx 9B28,006F ; Queue sound 6Fh, sound library 2, max queued sounds allowed = 6 (Mother Brain's cry - low pitch) $A9:9E0F dw 006F ; Queue sound 6Fh, sound library 2, max queued sounds allowed = 6 (Mother Brain's cry - low pitch) $A9:9EE2 dx 9B28,006F ; Queue sound 6Fh, sound library 2, max queued sounds allowed = 6 (Mother Brain's cry - low pitch) $A9:9F16 dx 9B28,006F ; Queue sound 6Fh, sound library 2, max queued sounds allowed = 6 (Mother Brain's cry - low pitch) $A9:9F98 A9 7F 00 LDA #$007F ; Queue sound 7Fh, sound library 2, max queued sounds allowed = 6 (Mother Brain charging her rainbow) $A9:B24F A9 10 00 LDA #$0010 ; Queue sound 10h, sound library 2, max queued sounds allowed = 3 (lava/acid damaging Samus) $A9:B38B A9 24 00 LDA #$0024 ; Queue sound 24h, sound library 2, max queued sounds allowed = 3 (small explosion) $A9:B52B A9 6E 00 LDA #$006E ; Queue sound 6Eh, sound library 2, max queued sounds allowed = 6 (shot Mother Brain phase 1) $A9:B944 A9 71 00 LDA #$0071 ; Queue sound 71h, sound library 2, max queued sounds allowed = 6 (silence) $A9:BC9E A9 24 00 LDA #$0024 ; Queue sound 24h, sound library 2, max queued sounds allowed = 6 (small explosion) $A9:BE0D A9 71 00 LDA #$0071 ; Queue sound 71h, sound library 2, max queued sounds allowed = 6 (silence) $A9:C7C4 A9 72 00 LDA #$0072 ; Queue sound 72h, sound library 2, max queued sounds allowed = 6 (Shitroid's cry) $A9:C9DA A9 52 00 LDA #$0052 ; Queue sound 52h, sound library 2, max queued sounds allowed = 6 (Shitroid feels remorse) $A9:CB13 A9 72 00 LDA #$0072 ; Queue sound 72h, sound library 2, max queued sounds allowed = 6 (Shitroid's cry) $A9:D5E1 A9 10 00 LDA #$0010 ; Queue sound 10h, sound library 2, max queued sounds allowed = 6 (lava/acid damaging Samus) $A9:DC37 A9 10 00 LDA #$0010 ; Queue sound 10h, sound library 2, max queued sounds allowed = 3 (lava/acid damaging Samus) $A9:F2D9 A9 7D 00 LDA #$007D ; Queue sound 7Dh, sound library 2, max queued sounds allowed = 6 (Shitroid feels guilty) $A9:F360 A9 52 00 LDA #$0052 ; Queue sound 52h, sound library 2, max queued sounds allowed = 6 (Shitroid feels remorse) $A9:F774 A9 72 00 LDA #$0072 ; Queue sound 72h, sound library 2, max queued sounds allowed = 6 (Shitroid's cry) $A9:F77F A9 78 00 LDA #$0078 ; Queue sound 78h, sound library 2, max queued sounds allowed = 6 (Shitroid draining) $A9:F999 A9 52 00 LDA #$0052 ; Queue sound 52h, sound library 2, max queued sounds allowed = 6 (Shitroid feels remorse) $AA:C610 A9 27 00 LDA #$0027 ; Queue sound 27h, sound library 2, max queued sounds allowed = 6 (shot torizo) $AA:C618 A9 4B 00 LDA #$004B ; Queue sound 4Bh, sound library 2, max queued sounds allowed = 6 (chozo / torizo footsteps) $AA:D38F A9 34 00 LDA #$0034 ; Queue sound 34h, sound library 2, max queued sounds allowed = 6 (Golden Torizo egg released) $AA:D397 A9 67 00 LDA #$0067 ; Queue sound 67h, sound library 2, max queued sounds allowed = 6 (pirate laser) $AA:D39F A9 48 00 LDA #$0048 ; Queue sound 48h, sound library 2, max queued sounds allowed = 6 (torizo sonic boom) $AA:E57F A9 1C 00 LDA #$001C ; Queue sound 1Ch, sound library 2, max queued sounds allowed = 6 (chozo grabs Samus) $AA:E587 A9 4B 00 LDA #$004B ; Queue sound 4Bh, sound library 2, max queued sounds allowed = 6 (chozo / torizo footsteps) $AD:F414 A9 25 00 LDA #$0025 ; Queue sound 25h, sound library 2, max queued sounds allowed = 6 (big explosion) $B2:8898 A9 66 00 LDA #$0066 ; Queue sound 66h, sound library 2, max queued sounds allowed = 6 (space pirate attack) $B2:EF95 A9 66 00 LDA #$0066 ; Queue sound 66h, sound library 2, max queued sounds allowed = 6 (space pirate attack) $B2:F180 dx F546,0066 ; Queue sound 66h, sound library 2, max queued sounds allowed = 6 (space pirate attack) $B2:F1B0 dx F546,0066 ; Queue sound 66h, sound library 2, max queued sounds allowed = 6 (space pirate attack) $B2:F1E8 dx F546,0066 ; Queue sound 66h, sound library 2, max queued sounds allowed = 6 (space pirate attack) $B2:F206 dw F546,003F ; Queue sound 3Fh, sound library 2, max queued sounds allowed = 6 (ninja pirate spin jump) $B2:F2A8 dx F546,0066 ; Queue sound 66h, sound library 2, max queued sounds allowed = 6 (space pirate attack) $B2:F336 dx F546,0066 ; Queue sound 66h, sound library 2, max queued sounds allowed = 6 (space pirate attack) $B2:F36E dx F546,0066 ; Queue sound 66h, sound library 2, max queued sounds allowed = 6 (space pirate attack) $B2:F3A2 dx F546,0066 ; Queue sound 66h, sound library 2, max queued sounds allowed = 6 (space pirate attack) $B2:F3D6 dx F546,0066 ; Queue sound 66h, sound library 2, max queued sounds allowed = 6 (space pirate attack) $B2:F3F4 dw F546,003F ; Queue sound 3Fh, sound library 2, max queued sounds allowed = 6 (ninja pirate spin jump) $B2:F49A dx F546,0066 ; Queue sound 66h, sound library 2, max queued sounds allowed = 6 (space pirate attack) $B2:F522 dx F546,0066 ; Queue sound 66h, sound library 2, max queued sounds allowed = 6 (space pirate attack) $B3:9572 A9 7C 00 LDA #$007C ; Queue sound 7Ch, sound library 2, max queued sounds allowed = 6 (Botwoon spit) $B3:957B A9 24 00 LDA #$0024 ; Queue sound 24h, sound library 2, max queued sounds allowed = 6 (small explosion) } Sound library 3 calls { $81:8D21 A9 01 00 LDA #$0001 ; Queue sound 1, sound library 3, max queued sounds allowed = 6 (silence) $81:9460 A9 01 00 LDA #$0001 ; Queue sound 1, sound library 3, max queued sounds allowed = 6 (silence) $82:8408 A9 01 00 LDA #$0001 ; Queue sound 1, sound library 3, max queued sounds allowed = 15 (silence) $82:8487 A9 01 00 LDA #$0001 ; Queue sound 1, sound library 3, max queued sounds allowed = 15 (silence) $82:8524 A9 01 00 LDA #$0001 ; Queue sound 1, sound library 3, max queued sounds allowed = 15 (silence) $82:A954 A9 2A 00 LDA #$002A ; Queue sound 2Ah, sound library 3, max queued sounds allowed = 6 (pause menu ambient beep) $82:AF7A A9 2D 00 LDA #$002D ; Queue sound 2Dh, sound library 3, max queued sounds allowed = 6 (gaining/losing incremental health) $82:BC0C A9 23 00 LDA #$0023 ; Queue sound 23h, sound library 3, max queued sounds allowed = 6 (baby metroid cry 1) $82:BC15 A9 26 00 LDA #$0026 ; Queue sound 26h, sound library 3, max queued sounds allowed = 6 (baby metroid cry 2) $82:BC1E A9 27 00 LDA #$0027 ; Queue sound 27h, sound library 3, max queued sounds allowed = 6 (baby metroid cry 3) $82:BE27 A9 01 00 LDA #$0001 ; Queue sound 1, sound library 3, max queued sounds allowed = 6 (silence) $82:BE3C A9 2B 00 LDA #$002B ; Queue sound 2Bh, sound library 3, max queued sounds allowed = 6 (resume speed booster) $82:DC3E A9 2D 00 LDA #$002D ; Queue sound 2Dh, sound library 3, max queued sounds allowed = 3 (gaining/losing incremental health) $82:DD50 A9 01 00 LDA #$0001 ; Queue sound 1, sound library 3, max queued sounds allowed = 15 (silence) $84:BA58 dx 8C19,08 ; Queue sound 8, sound library 3, max queued sounds allowed = 6 (door closed) $84:BABC dx 8C19,07 ; Queue sound 7, sound library 3, max queued sounds allowed = 6 (door opened) $84:BC27 dx 8C19,0E ; Queue sound Eh, sound library 3, max queued sounds allowed = 6 (gate opening/closing) $84:BC4A dx 8C19,0E ; Queue sound Eh, sound library 3, max queued sounds allowed = 6 (gate opening/closing) $84:BC75 dx 8C19,0E ; Queue sound Eh, sound library 3, max queued sounds allowed = 6 (gate opening/closing) $84:BC98 dx 8C19,0E ; Queue sound Eh, sound library 3, max queued sounds allowed = 6 (gate opening/closing) $84:BE61 dx 8C19,08 ; Queue sound 8, sound library 3, max queued sounds allowed = 6 (door closed) $84:BEAD dx 8C19,07 ; Queue sound 7, sound library 3, max queued sounds allowed = 6 (door opened) $84:BECA dx 8C19,08 ; Queue sound 8, sound library 3, max queued sounds allowed = 6 (door closed) $84:BF16 dx 8C19,07 ; Queue sound 7, sound library 3, max queued sounds allowed = 6 (door opened) $84:BF33 dx 8C19,08 ; Queue sound 8, sound library 3, max queued sounds allowed = 6 (door closed) $84:BF7F dx 8C19,07 ; Queue sound 7, sound library 3, max queued sounds allowed = 6 (door opened) $84:BF9C dx 8C19,08 ; Queue sound 8, sound library 3, max queued sounds allowed = 6 (door closed) $84:BFE8 dx 8C19,07 ; Queue sound 7, sound library 3, max queued sounds allowed = 6 (door opened) $84:C005 dx 8C19,08 ; Queue sound 8, sound library 3, max queued sounds allowed = 6 (door closed) $84:C04B dx 8C19,07 ; Queue sound 7, sound library 3, max queued sounds allowed = 6 (door opened) $84:C068 dx 8C19,08 ; Queue sound 8, sound library 3, max queued sounds allowed = 6 (door closed) $84:C0AE dx 8C19,07 ; Queue sound 7, sound library 3, max queued sounds allowed = 6 (door opened) $84:C0CB dx 8C19,08 ; Queue sound 8, sound library 3, max queued sounds allowed = 6 (door closed) $84:C10D dx 8C19,07 ; Queue sound 7, sound library 3, max queued sounds allowed = 6 (door opened) $84:C12A dx 8C19,08 ; Queue sound 8, sound library 3, max queued sounds allowed = 6 (door closed) $84:C170 dx 8C19,07 ; Queue sound 7, sound library 3, max queued sounds allowed = 6 (door opened) $84:C18D dx 8C19,08 ; Queue sound 8, sound library 3, max queued sounds allowed = 6 (door closed) $84:C1CF dx 8C19,07 ; Queue sound 7, sound library 3, max queued sounds allowed = 6 (door opened) $84:C1EC dx 8C19,08 ; Queue sound 8, sound library 3, max queued sounds allowed = 6 (door closed) $84:C22E dx 8C19,07 ; Queue sound 7, sound library 3, max queued sounds allowed = 6 (door opened) $84:C24B dx 8C19,08 ; Queue sound 8, sound library 3, max queued sounds allowed = 6 (door closed) $84:C28D dx 8C19,07 ; Queue sound 7, sound library 3, max queued sounds allowed = 6 (door opened) $84:C2AA dx 8C19,08 ; Queue sound 8, sound library 3, max queued sounds allowed = 6 (door closed) $84:C2EC dx 8C19,07 ; Queue sound 7, sound library 3, max queued sounds allowed = 6 (door opened) $84:C309 dx 8C19,08 ; Queue sound 8, sound library 3, max queued sounds allowed = 6 (door closed) $84:C32F dx 8C19,09 ; Queue sound 9, sound library 3, max queued sounds allowed = 6 (missile door shot with missile) $84:C34E dx 8C19,07 ; Queue sound 7, sound library 3, max queued sounds allowed = 6 (door opened) $84:C36B dx 8C19,08 ; Queue sound 8, sound library 3, max queued sounds allowed = 6 (door closed) $84:C391 dx 8C19,09 ; Queue sound 9, sound library 3, max queued sounds allowed = 6 (missile door shot with missile) $84:C3B0 dx 8C19,07 ; Queue sound 7, sound library 3, max queued sounds allowed = 6 (door opened) $84:C3CD dx 8C19,08 ; Queue sound 8, sound library 3, max queued sounds allowed = 6 (door closed) $84:C3F3 dx 8C19,09 ; Queue sound 9, sound library 3, max queued sounds allowed = 6 (missile door shot with missile) $84:C412 dx 8C19,07 ; Queue sound 7, sound library 3, max queued sounds allowed = 6 (door opened) $84:C42F dx 8C19,08 ; Queue sound 8, sound library 3, max queued sounds allowed = 6 (door closed) $84:C455 dx 8C19,09 ; Queue sound 9, sound library 3, max queued sounds allowed = 6 (missile door shot with missile) $84:C474 dx 8C19,07 ; Queue sound 7, sound library 3, max queued sounds allowed = 6 (door opened) $84:C489 dx 8C19,07 ; Queue sound 7, sound library 3, max queued sounds allowed = 6 (door opened) $84:C4A6 dx 8C19,08 ; Queue sound 8, sound library 3, max queued sounds allowed = 6 (door closed) $84:C4BA dx 8C19,07 ; Queue sound 7, sound library 3, max queued sounds allowed = 6 (door opened) $84:C4D7 dx 8C19,08 ; Queue sound 8, sound library 3, max queued sounds allowed = 6 (door closed) $84:C4EB dx 8C19,07 ; Queue sound 7, sound library 3, max queued sounds allowed = 6 (door opened) $84:C508 dx 8C19,08 ; Queue sound 8, sound library 3, max queued sounds allowed = 6 (door closed) $84:C51C dx 8C19,07 ; Queue sound 7, sound library 3, max queued sounds allowed = 6 (door opened) $84:C539 dx 8C19,08 ; Queue sound 8, sound library 3, max queued sounds allowed = 6 (door closed) $84:D30B A9 2E 00 LDA #$002E ; Queue sound 2Eh, sound library 3, max queued sounds allowed = 15 (Mother Brain's glass shattering) $86:9AA0 A9 1D 00 LDA #$001D ; Queue sound 1Dh, sound library 3, max queued sounds allowed = 6 (Phantoon's flame) $86:9AD2 A9 1D 00 LDA #$001D ; Queue sound 1Dh, sound library 3, max queued sounds allowed = 6 (Phantoon's flame) $86:9D4D A9 1E 00 LDA #$001E ; Queue sound 1Eh, sound library 3, max queued sounds allowed = 6 (Kraid's earthquake) $86:AADB dx 831B,09 ; Queue sound 9, sound library 3, max queued sounds allowed = 6 (shot zebetite / shot missile door with missile) $86:AB4B dx 831B,13 ; Queue sound 13h, sound library 3, max queued sounds allowed = 6 (Mother Brain's / Torizo's projectile hits surface / Shitroid exploding) $86:B3EF dx 831B,13 ; Queue sound 13h, sound library 3, max queued sounds allowed = 6 (Mother Brain's / torizo's projectile hits surface / Shitroid exploding) $86:C427 A9 13 00 LDA #$0013 ; Queue sound 13h, sound library 3, max queued sounds allowed = 6 (Mother Brain's / Torizo's projectile hits surface / Shitroid exploding) $86:C548 A9 13 00 LDA #$0013 ; Queue sound 13h, sound library 3, max queued sounds allowed = 6 (Mother Brain's / Torizo's projectile hits surface / Shitroid exploding) $86:C749 A9 13 00 LDA #$0013 ; Queue sound 13h, sound library 3, max queued sounds allowed = 6 (Mother Brain's / Torizo's projectile hits surface / Shitroid exploding) $8B:88AF A9 0D 00 LDA #$000D ; Queue sound Dh, sound library 3, max queued sounds allowed = 6 (typewriter stroke - intro) $8B:A25B A9 23 00 LDA #$0023 ; Queue sound 23h, sound library 3, max queued sounds allowed = 6 (baby metroid cry 1) $8B:A263 A9 26 00 LDA #$0026 ; Queue sound 26h, sound library 3, max queued sounds allowed = 6 (baby metroid cry 2) $8B:A26B A9 27 00 LDA #$0027 ; Queue sound 27h, sound library 3, max queued sounds allowed = 6 (baby metroid cry 3) $8B:BA9F A9 23 00 LDA #$0023 ; Queue sound 23h, sound library 3, max queued sounds allowed = 6 (baby metroid cry 1) $8B:BB4A A9 23 00 LDA #$0023 ; Queue sound 23h, sound library 3, max queued sounds allowed = 6 (baby metroid cry 1) $8D:E3A4 A9 2D 00 LDA #$002D ; Queue sound 2Dh, sound library 3, max queued sounds allowed = 6 (gaining/losing increment health) $90:81F0 A9 2D 00 LDA #$002D ; Queue sound 2Dh, sound library 3, max queued sounds allowed = 3 (gaining/losing incremental health) $90:8232 A9 2D 00 LDA #$002D ; Queue sound 2Dh, sound library 3, max queued sounds allowed = 3 (gaining/losing incremental health) $90:85A3 A9 03 00 LDA #$0003 ; Queue sound 3, sound library 3, max queued sounds allowed = 6 (speed booster) $90:A41B A9 06 00 LDA #$0006 ; Queue sound 6, sound library 3, max queued sounds allowed = 6 (Samus' footsteps) $90:D0A3 A9 0F 00 LDA #$000F ; Queue sound Fh, sound library 3, max queued sounds allowed = 9 (shinespark) $90:D33D A9 10 00 LDA #$0010 ; Queue sound 10h, sound library 3, max queued sounds allowed = 6 (shinespark ended) $90:D6A7 A9 01 00 LDA #$0001 ; Queue sound 1, sound library 3, max queued sounds allowed = 15 (silence) $90:EA8F A9 01 00 LDA #$0001 ; Queue sound 1, sound library 3, max queued sounds allowed = 6 (silence) $90:EA9D A9 02 00 LDA #$0002 ; Queue sound 2, sound library 3, max queued sounds allowed = 6 (low health beep) $90:F339 A9 02 00 LDA #$0002 ; Queue sound 2, sound library 3, max queued sounds allowed = 6 (low health beep) $90:F5A1 A9 25 00 LDA #$0025 ; Queue sound 25h, sound library 3, max queued sounds allowed = 15 (silence) $91:DAD0 A9 0C 00 LDA #$000C ; Queue sound Ch, sound library 3, max queued sounds allowed = 9 (stored shinespark) $91:E6D7 A9 02 00 LDA #$0002 ; Queue sound 2, sound library 3, max queued sounds allowed = 6 (low health beep) $91:F08C A9 05 00 LDA #$0005 ; Queue sound 5, sound library 3, max queued sounds allowed = 6 (Samus landed / wall-jumped) $91:F09A A9 04 00 LDA #$0004 ; Queue sound 4, sound library 3, max queued sounds allowed = 6 (Samus landed hard) $91:F2E8 A9 05 00 LDA #$0005 ; Queue sound 5, sound library 3, max queued sounds allowed = 6 (Samus landed / wall-jumped) $91:FAF3 A9 0F 00 LDA #$000F ; Queue sound Fh, sound library 3, max queued sounds allowed = 9 (shinespark) $A0:A7DD A9 0A 00 LDA #$000A ; Queue sound Ah, sound library 3, max queued sounds allowed = 3 (enemy frozen) $A0:A8AB A9 0A 00 LDA #$000A ; Queue sound Ah, sound library 3, max queued sounds allowed = 3 (enemy frozen) $A2:A93A A9 14 00 LDA #$0014 ; Queue sound 14h, sound library 3, max queued sounds allowed = 6 (gunship elevator activated) $A2:A97F A9 15 00 LDA #$0015 ; Queue sound 15h, sound library 3, max queued sounds allowed = 6 (gunship elevator deactivated) $A2:AA47 A9 14 00 LDA #$0014 ; Queue sound 14h, sound library 3, max queued sounds allowed = 6 (gunship elevator activated) $A2:AA8C A9 15 00 LDA #$0015 ; Queue sound 15h, sound library 3, max queued sounds allowed = 6 (gunship elevator deactivated) $A2:AB58 A9 14 00 LDA #$0014 ; Queue sound 14h, sound library 3, max queued sounds allowed = 6 (gunship elevator activated) $A2:AB9D A9 15 00 LDA #$0015 ; Queue sound 15h, sound library 3, max queued sounds allowed = 6 (gunship elevator deactivated) $A2:EF60 A9 0E 00 LDA #$000E ; Queue sound Eh, sound library 3, max queued sounds allowed = 6 (gate opening/closing) $A3:9555 A9 0B 00 LDA #$000B ; Queue sound Bh, sound library 3, max queued sounds allowed = 6 (elevator) $A3:95FE A9 25 00 LDA #$0025 ; Queue sound 25h, sound library 3, max queued sounds allowed = 6 (silence) $A3:A983 A9 2D 00 LDA #$002D ; Queue sound 2Dh, sound library 3, max queued sounds allowed = 6 (gaining/losing incremental health) $A3:EE75 A9 2D 00 LDA #$002D ; Queue sound 2Dh, sound library 3, max queued sounds allowed = 6 (gaining/losing incremental health) $A3:F008 A9 0A 00 LDA #$000A ; Queue sound Ah, sound library 3, max queued sounds allowed = 6 (enemy frozen) $A4:879E A9 1C 00 LDA #$001C ; Queue sound 1Ch, sound library 3, max queued sounds allowed = 6 (Crocomire spit) $A4:8D35 A9 22 00 LDA #$0022 ; Queue sound 22h, sound library 3, max queued sounds allowed = 6 (Crocomire acid damage) $A5:989B dx 9F6E,001B ; Queue sound 1Bh, sound library 3, max queued sounds allowed = 6 (Draygon dying cry) $A6:BFD7 A9 24 00 LDA #$0024 ; Queue sound 24h, sound library 3, max queued sounds allowed = 6 (baby metroid cry - Ceres) $A6:C37A A9 0D 00 LDA #$000D ; Queue sound Dh, sound library 3, max queued sounds allowed = 3 (typewriter stroke - intro) $A6:D2C7 A9 21 00 LDA #$0021 ; Queue sound 21h, sound library 3, max queued sounds allowed = 6 (Ridley whips its tail) $A6:F6BD A9 2C 00 LDA #$002C ; Queue sound 2Ch, sound library 3, max queued sounds allowed = 6 (Ceres door opening) $A6:FDAD A9 09 00 LDA #$0009 ; Queue sound 9, sound library 3, max queued sounds allowed = 6 (shot zebetite) $A7:B893 A9 1F 00 LDA #$001F ; Queue sound 1Fh, sound library 3, max queued sounds allowed = 6 (Kraid fires lint) $A7:BC1B A9 1E 00 LDA #$001E ; Queue sound 1Eh, sound library 3, max queued sounds allowed = 6 (Kraid's earthquake) $A7:C528 A9 1E 00 LDA #$001E ; Queue sound 1Eh, sound library 3, max queued sounds allowed = 6 (Kraid's earthquake) $A7:CF68 A9 1D 00 LDA #$001D ; Queue sound 1Dh, sound library 3, max queued sounds allowed = 6 (Phantoon's flame) $A7:CF83 A9 28 00 LDA #$0028 ; Queue sound 28h, sound library 3, max queued sounds allowed = 6 (Phantoon materialises attack) $A7:D4BA A9 1D 00 LDA #$001D ; Queue sound 1Dh, sound library 3, max queued sounds allowed = 6 (Phantoon's flame) $A7:D8E6 A9 29 00 LDA #$0029 ; Queue sound 29h, sound library 3, max queued sounds allowed = 6 (Phantoon's super missiled attack) $A8:BE8C A9 2D 00 LDA #$002D ; Queue sound 2Dh, sound library 3, max queued sounds allowed = 6 (gaining/losing incremental health) $A9:9D53 dx 9B32,0017 ; Queue sound 17h, sound library 3, max queued sounds allowed = 6 (Mother Brain's blue rings) $A9:9D95 dx 9B32,0017 ; Queue sound 17h, sound library 3, max queued sounds allowed = 6 (Mother Brain's blue rings) $A9:9DD1 dx 9B32,0017 ; Queue sound 17h, sound library 3, max queued sounds allowed = 6 (Mother Brain's blue rings) $A9:B091 A9 13 00 LDA #$0013 ; Queue sound 13h, sound library 3, max queued sounds allowed = 3 (Mother Brain's projectile hits surface) $A9:C557 A9 2D 00 LDA #$002D ; Queue sound 2Dh, sound library 3, max queued sounds allowed = 3 (gaining/losing incremental health) $A9:CBFF A9 19 00 LDA #$0019 ; Queue sound 19h, sound library 3, max queued sounds allowed = 6 (Shitroid dies) $A9:CDF4 A9 13 00 LDA #$0013 ; Queue sound 13h, sound library 3, max queued sounds allowed = 3 (Shitroid exploding) }