lorom

;instrument sample index of permanently loaded samples
;SFX can also use area song loaded samples

;00: 6E00 > 73C4		5C4 < sound for beginning a shot,
;01: 73C4 > 7988		5C4 < also sound for a shot, first part of grapple sound
;02: 7988 > 79AC		318 < Second part of grapple sound, part of doors
;03: 7CA0 > 7DF6		156 < Item selecting, Samus landing
;04: 7DF6 > 82F4		4FE < Last part of beam firing for non-ice
;05: 82F4 > 8318		3DE < Is used in powerbombs
;06: 86D2 > 86ED		1EF < Xray/elevator
;07: 88C1 > 88DC		30F < spinjump/spacejump noise
;08: 8BD0 > 91CA		5FA < Bombs
;09: 91CA > 91E5		120 < Samus's footsteps, can kinda be changed to something else without being too noticable
;0A: 92EA > 964A		D65 < item theme string
;0B: 92EA > 964A		D65 < item theme string again
;0C: A04F > A06A		 5A < Simple tone, used for "beeping notes" in elevator music
;0D: A0A9 > A15D		 B4 < No clue, sounds like little insect claws closing
;0E: A15D > A2E9		18C < Underwater breathing noise
;0F: A2E9 > A6BE		3D9 < entering/exiting water
;10: A6BE > A6E2		2B5 < Final part of ice beam noise
;11: A973 > A98E		 3F < Static
;12: A973 > A98E		 3F < ^
;13: A9B2 > ACB8		306 < Samus hurt noise
;14: ACB8 > AF5B		2A3 < Common enemy hurt noise
;15: AF5B > AF7F		2B5 < Health pickup noise
;16: B210 > B516		306 < no clue, but sounds like it could be an alternate enemy sound



; Sound "piece" format:
; II VV Pa Pi TT

; PP - Pointer to pieces (SPC RAM address format), put more pointers in a row to play more pieces simultaneusly


; setup of a "piece", as I call it:
; II - Instrument sample index (defined in sample table)
; VV - Volume		;00 is silent, FF is max
; Pa - Panning		;00-14, 0A is center
; Pi - Pitch		;80 (low C) - C7 (high B)
; TT - Timer		;frames until the sample is cut off

;additionally, there's a two extra commands that can be used. A pitch slide (F5, arg1, arg2), and a loop
;pitch slide, F5 xx yy, changes pitch of next played 'piece' to yy at a speed determined by xx. higher xx = faster pitch slide
;loop, use FE 00 to start a loop point, then FB to jump back to the loop point

;Library 1:
{
; 71 2B 	01|Power Bomb
; AF 2B 	02|Clears sounds from library? Plays health pickup sound but no volume
; B7 2B 	03|Fire Missile
; C4 2B 	04|Fire Super Missile
; D1 2B 	05|Fire Grapple
; FC 2B 	06|Grappling on a block
; 2F 2C 	07|Short grapple sound, unsure when used
; 37 2C 	08|Charge Beam
; FF 2C 	09|X-Ray
; 12 2D 	0A|Clear sounds from library?
; 1A 2D 	0B|Power
; 27 2D 	0C|Ice
; 4B 2D 	0D|Wave
; 5D 2D 	0E|Wave/Ice
; 5F 2D 	0F|Spazer
; 76 2D 	10|Spazer/Ice
; 95 2D 	11|Spazer/Ice/Wave
; 97 2D 	12|Spazer/Wave
; 99 2D 	13|Plasma
; A6 2D 	14|Plasma/Ice
; A8 2D 	15|Plasma/Wave/Ice
; AA 2D 	16|Plasma/Wave
; AC 2D 	17|Charged
; C8 2D 	18|Charged Ice
; E7 2D 	19|Charged Wave
; FE 2D 	1A|Charged Wave/Ice
; 00 2E 	1B|Charged Spazer
; 17 2E 	1C|Charged Spazer/Ice
; 19 2E 	1D|Charged Spazer/Wave/Ice
; 1B 2E 	1E|Charged Spazer/Wave
; 1D 2E 	1F|Charged Plasma
; 34 2E 	20|Charged Plasma/Ice
; 36 2E 	21|Charged Plasma/Wave/Ice
; 38 2E 	22|Charged Plasma/Wave
; 3A 2E 	23|Ice SBA
; 68 2E 	24|Ice SBA fires off
; AF 2E 	25|Spazer SBA
; D0 2E 	26|Spazer SBA fires off
; F6 2E 	27|Plasma SBA
; 2C 2F 	28|Wave SBA
; 37 2F 	29|Nothing?
; 3F 2F 	2A|Wallump/Helmet noise in the start menu
; 47 2F 	2B|Nothing?
; 4A 2F 	2C|Nothing?
; 4D 2F 	2D|Nothing?
; 50 2F 	2E|Saving
; B0 2F 	2F|Spinjump
; B8 2F 	30|Resuming normal spinjump
; C3 2F 	31|Starting normal spinjump
; DD 2F 	32|Stop spinjump
; E5 2F 	33|Screw Attack
; 40 30 	34|Stop screw-attack
; 48 30 	35|Samus hurt
; 55 30 	36|Map click when scroling
; 5D 30 	37|Selecting item, HUD and pause menu
; 65 30 	38|Sound for changing map/equipment screen, equipping items
; 70 30 	39|^ but quieter
; 78 30 	3A|Nothing?
; 7B 30 	3B|Going from world map to area map
; 8B 30 	3C|Going from area map to world map
; 9B 30 	3D|Crumble block
; A8 30 	3E|Space Jump
; D6 30 	3F|Starting normal spinjumping
; E1 30 	40|Mother Brain laser attack?
; 2A 31 	41|Resuming charged beam
; 3F 31 	42|Boss death throes
}
org $CF96F5			;offset for Library 1, with the offset table followed by the sound table data

base $002AED		;needed to convert into SPC RAM offset



	DW L1_P01, L1_P02, L1_P03, L1_P04, L1_P05, L1_P06, L1_P07, L1_P08, L1_P09, L1_P0A, L1_P0B, L1_P0C, L1_P0D, L1_P0E, L1_P0F
DW L1_P10, L1_P11, L1_P12, L1_P13, L1_P14, L1_P15, L1_P16, L1_P17, L1_P18, L1_P19, L1_P1A, L1_P1B, L1_P1C, L1_P1D, L1_P1E, L1_P1F
DW L1_P20, L1_P21, L1_P22, L1_P23, L1_P24, L1_P25, L1_P26, L1_P27, L1_P28, L1_P29, L1_P2A, L1_P2B, L1_P2C, L1_P2D, L1_P2E, L1_P2F
DW L1_P30, L1_P31, L1_P32, L1_P33, L1_P34, L1_P35, L1_P36, L1_P37, L1_P38, L1_P39, L1_P3A, L1_P3B, L1_P3C, L1_P3D, L1_P3E, L1_P3F
DW L1_P40, L1_P41, L1_P42

L1_P01:			;2B71
DW L1_S01_P1		;power bomb part 1
DW L1_S01_P2		;The pointer above points to another table, which points to sound data... yeah, I think that makes multiple samples either play
DW L1_S01_P3		;at the same time or in the given order, not sure.
DW L1_S01_P4

L1_S01_P1:
	DB $F5, $B0, $C7
	DB $05 $D0, $0A, $98, $46
	DB $FF

L1_S01_P2:
	DB $F5, $A0, $C7
	DB $09, $D0, $0F, $80, $50 
	DB $F5, $50, $80
	DB $09, $D0, $0A, $AB, $46
	DB $FF

L1_S01_P3:
	DB $09, $D0, $0F, $87, $10
	DB $F5, $B0, $C7
	DB $05, $D0, $0F, $80, $60
	DB $FF


L1_S01_P4:
	DB $09, $D0, $05, $82, $30
	DB $F5, $A0, $80
	DB $05, $D0, $05, $C7, $60
	DB $FF


L1_P02:			;2BAF	used to clear sound from library?
	DW L1_P02+2
	DB $15, $00, $0A, $BC, $03
	DB $FF

L1_P03:			;2BB7	firing missile

	DW L1_P03+2
	DB $00, $D8, $0A, $95, $08
	DB $01, $D8, $0A, $8B, $30
	DB $FF


L1_P04:			;2BC4	firing super missile

	DW L1_P04+2
	DB $00, $D0, $0A, $95, $08
	DB $01, $D0, $0A, $90, $30
	DB $FF 

L1_P05:			;2BD1	firing grapple

	DW L1_P05+2
	DB $01, $80, $0A, $9D, $10
	DB $02, $50, $0A, $93, $07
	DB $02, $50, $0A, $93, $03 
	DB $02, $50, $0A, $93, $05 
	DB $02, $50, $0A, $93, $08
	DB $02, $50, $0A, $93, $04
	DB $02, $50, $0A, $93, $06
	DB $02, $50, $0A, $93, $04
	DB $FF 

L1_P06:			;2BFC	grappled on something
	DW L1_P06+2
	DB $0D, $50, $0A, $80, $03
	DB $0D, $50, $0A, $85, $04
	DB $FE, $00
	DB $02, $50, $0A, $93, $08
	DB $02, $50, $0A, $93, $04
	DB $02, $50, $0A, $93, $06
	DB $02, $50, $0A, $93, $04
	DB $FB
	DB $FF

L1_P07: 		;2C2F	short grapple sound?
	DW L1_P07+2
	DB $02, $50, $0A, $93, $05
	DB $FF



L1_P08: 		;2C37	holding a charged beam
DW L1_S08_P1
DW L1_S08_P2

L1_S08_P1:
	DB $05, $00, $0A, $B4, $15
	DB $F5, $30, $C7
	DB $05, $50, $0A, $B7, $25
	DB $FE, $00
	DB $07, $60, $0A, $C7, $30
	DB $FB
	DB $FF
L1_S08_P2:		;2C51
	DB $02, $00, $0A, $9C, $07
	DB $02, $10, $0A, $9C, $03
	DB $02, $00, $0A, $9C, $05
	DB $02, $20, $0A, $9C, $08
S41_Entry_Point:	;2C65		sound 41 has a pointer to here
	DB $02, $20, $0A, $9C, $04
	DB $02, $30, $0A, $9C, $06
	DB $02, $00, $0A, $9C, $04 
	DB $02, $30, $0A, $9C, $03
	DB $02, $30, $0A, $9C, $07
	DB $02, $00, $0A, $9C, $0A
	DB $02, $30, $0A, $9C, $03
	DB $02, $00, $0A, $9C, $04
	DB $02, $40, $0A, $9C, $03
	DB $02, $40, $0A, $9C, $07
	DB $02, $00, $0A, $9C, $05
	DB $02, $40, $0A, $9C, $06
	DB $02, $40, $0A, $9C, $03
	DB $02, $00, $0A, $9C, $0A
	DB $02, $50, $0A, $9C, $03
	DB $02, $50, $0A, $9C, $03
	DB $02, $60, $0A, $9C, $05
	DB $02, $00, $0A, $9C, $06
	DB $02, $60, $0A, $9C, $07
	DB $02, $00, $0A, $9C, $03
	DB $02, $60, $0A, $9C, $04
	DB $02, $60, $0A, $9C, $03
	DB $02, $00, $0A, $9C, $03
	DB $FE, $00
	DB $02, $40, $0A, $9C, $05
	DB $02, $40, $0A, $9C, $06
	DB $02, $40, $0A, $9C, $07
	DB $02, $40, $0A, $9C, $03
	DB $02, $40, $0A, $9C, $04
	DB $02, $40, $0A, $9C, $03
	DB $02, $40, $0A, $9C, $03
	DB $FB
	DB $FF

L1_P09: 		;2CFF	x-ray use
	DW L1_P09+2
	DB $F5, $70, $AD
	DB $06, $40, $0A, $A4, $40, 
	DB $FE, $00
	DB $06, $40, $0A, $AD, $F0, 
	DB $FB
	DB $FF



L1_P0A: 		;2D12	another sound nullifier
			;probably useless to have more than one
			;means I can cannibalize for something else :D
	DW L1_P0A+2
	DB $06, $00, $0A, $AD, $03
	DB $FF

L1_P0B: 		;2D1A	fire normal beam
	DW L1P0B+2
	DB $04, $90, $0A, $89, $03
	DB $04, $90, $0A, $84, $0E
	DB $FF


L1_P0C: 		;2D27	fire ice
	DW L1_P0C+2
	DB $04, $B0, $0A, $8B, $03
	DB $04, $B0, $0A, $89, $07
	DB $F5, $90, $C7
	DB $10, $90, $0A, $BC, $0A
	DB $10, $60, $0A, $C3, $06
	DB $10, $30, $0A, $C7, $03
	DB $10, $20, $0A, $C7, $03
	DB $FF

L1_P0D: 		;2D4B	fire wave
	DW L1_P0D+2
	DB $04, $90, $0A, $89, $03
	DB $04, $70, $0A, $84, $0B
	DB $04, $30, $0A, $84, $08
	DB $FF


L1_P0E: 		;2D5D	fire wave+ice
	DW L1_P0C+2 	;just points to ice definition
			;why didn't you just set wave/ice to trigger 0C?
L1_P0F:			;2D5F	spazer
	DW L1_P0F+2
	DB $00, $D0, $0A, $98, $0C
	DB $04, $C0, $0A, $80, $10
	DB $04, $30, $0A, $80, $08
	DB $04, $10, $0A, $80, $06
	DB $FF


L1_P10: 		;2D76	spazer+ice
	DW L1_P10+2
	DB $00, $D0, $0A, $98, $0C
	DB $F5, $90, $C7
	DB $10, $90, $0A, $BC, $0A
	DB $10, $60, $0A, $C3, $06
	DB $10, $30, $0A, $C7, $03
	DB $10, $20, $0A, $C7, $03
	DB $FF

L1_P11: 		;2D95	spazer+ice+wave
	DW L1_P10+2	;points spazer+ice

L1_P12: 		;2D97	spazer+wave
	DW L1_P0F+2	;points spazer

L1_P13: 		;2D99	plasma
	DW L1_P13+2
	DB $00, $D0, $0A, $98, $0C
	DB $04, $B0, $0A, $80, $13
	DB $FF


L1_P14: 		;2DA6	plasma+ice
	DW L1_P10+2	;points spazer+ice

L1_P15: 		;2DA8	plasma+ice+wave
	DW L1_P10+2	;points spazer+ice

L1_P16: 		;2DAA	plasma+wave
	DW L1_P13+2	;points plasma

L1_P17: 		;2DAC	fire charged power beam
	DW L1_P17+2
	DB $04, $D0, $0A, $84, $05
	DB $04, $D0, $0A, $80, $0C
	DB $02, $80, $0A, $98, $03
	DB $02, $60, $0A, $98, $03
	DB $02, $50, $0A, $98, $03
	DB $FF


L1_P18: 		;2DC8	fire charged ice
	DW L1_P18+2
	DB $00, $E0, $0A, $98, $0C
	DB $F5, $B0, $C7
	DB $10, $E0, $0A, $BC, $0A
	DB $10, $70, $0A, $C3, $06
	DB $10, $30, $0A, $C7, $03
	DB $10, $20, $0A, $C7, $03
	DB $FF
	


L1_P19: 		;2DE7	fire charged wave
	DW L1_P19+2
	DB $04, $E0, $0A, $84, $03
	DB $04, $E0, $0A, $80, $10
	DB $04, $50, $0A, $80, $04
	DB $04, $30, $0A, $80, $09
	DB $FF


L1_P1A: 		;2DFE	fire charged wave+ice
	DW L1_P18+2	;points to charged ice

L1_P1B: 		;2E00	fire charged spazer
	DW L1_P1B+2
	DB $00, $D0, $0A, $95, $08
	DB $04, $D0, $0A, $80, $0F
	DB $04, $80, $0A, $80, $0D
	DB $04, $20, $0A, $80, $0A
	DB $FF



L1_P1C: 		;2E17	charged spazer+ice
	DW L1_P18+2	;points to charged ice

L1_P1D: 		;2E19	charged spazer+ice+wave
	DW L1_P18+2	;points to charged ice

L1_P1E: 		;2E1B
	DW L1_P1B+2	;points to charged spazer

L1_P1F: 		;2E1D	charged plasma
	DW L1_P1F+2
	DB $00, $D0, $0A, $98, $0E
	DB $04, $D0, $0A, $80, $10
	DB $04, $70, $0A, $80, $10
	DB $04, $30, $0A, $80, $10
	DB $FF


L1_P20: 		;2E34	charged plasma+ice
	DW L1_P18+2	;point to charged ice

L1_P21: 		;2E36	charged plasma+ice+wave
	DW L1_P18+2	;point to charged ice

L1_P22: 		;2E38	charged plasma+wave
	DW L1_P1F+2	;point to charged plasma

L1_P23: 		;2E3A	Ice beam SBA active
	DW L1_P23+2
	DB $FE, $00
	DB $10, $50, $0A, $C0, $03
	DB $10, $50, $0A, $C1, $03
	DB $10, $60, $0A, $C3, $03
	DB $10, $60, $0A, $C5, $03
	DB $10, $70, $0A, $C7, $03
	DB $10, $60, $0A, $C5, $03
	DB $10, $50, $0A, $C3, $03
	DB $10, $50, $0A, $C1, $03
	DB $FB
	DB $FF


L1_P24: 		;2E68	Ice beam SBA pieces fly away
	DW L1_P24_P1
	DW L1_P24_P2
L1_P24_P1:
	DB $10, $D0, $0A, $BC, $0A
	DB $10, $70, $0A, $C3, $06
	DB $10, $30, $0A, $C7, $03
	DB $10, $20, $0A, $C7, $03
	DB $10, $50, $0A, $C3, $06
	DB $10, $40, $0A, $C7, $03
	DB $10, $20, $0A, $C7, $03
	DB $10, $30, $0A, $C3, $06
	DB $10, $20, $0A, $C7, $03
	DB $10, $20, $0A, $C7, $03
	DB $FF
L1_P24_P2:
	DB $04, $D0, $0A, $80, $10
	DB $04, $70, $0A, $80, $10
	DB $04, $30, $0A, $80, $10
	DB $FF


L1_P25: 		;2EAF	Spazer SBA start
	DW L1_P25+2
	DB $04, $D0, $0A, $80, $10
	DB $04, $70, $0A, $80, $04
	DB $04, $30, $0A, $80, $02
	DB $04, $D0, $0A, $80, $10
	DB $04, $70, $0A, $80, $10
	DB $04, $30, $0A, $80, $10
	DB $FF
	

L1_P26: 		;2ED0	Spazer SBA finish
	DW L1_P26+2
	DB $04, $D0, $0A, $80, $10
	DB $04, $70, $0A, $80, $04
	DB $04, $30, $0A, $80, $02
	DB $04, $30, $0A, $80, $06
	DB $04, $70, $0A, $80, $07
	DB $04, $70, $0A, $80, $07
	DB $FF


L1_P27: 		;2EF6	Plasma SBA
	DW L1_P27_P1
	DW L1_P27_P2

L1_P27_P1:
	DB $F5, $30, $C7
	DB $07, $90, $0A, $B7, $25
	DB $F5, $30, $B7
	DB $07, $90, $0A, $F6, $25
	DB $F5, $B0, $C7
	DB $07, $90, $0A, $F6, $25
	DB $FF
L1_P27_P2:
	DB $F5, $30, $C7
	DB $05, $90, $0A, $B7, $27
	DB $F5, $30, $B7
	DB $05, $90, $0A, $F6, $27
	DB $F5, $B0, $C7
	DB $05, $90, $0A, $F6, $27
	DB $FF



L1_P28: 		;2F2C	Wave SBA
	DW L1_P28+2
	DB $F5, $30, $C7
	DB $05, $50, $0A, $B7, $25
	DB $FF


L1_P29: 		;2F37	moar useless null
	DW L1_P29+2
	DB $05, $00, $0A, $B7, $03
	DB $FF


L1_P2A: 		;2F3F	Noise when selecting file in start menu (Samus head moves)
	DW L1_P2A+2
	DB $07, $90, $0A, $C5, $12
	DB $FF


L1_P2B: 		;2F47	even moar useless null
	DW L1_P2B+2
	DB $FF


L1_P2C: 		;2F4A	even moar even moar useless null
	DW L1_P2C+2
	DB $FF


L1_P2D: 		;2F4D	clearly the meaning of life
	DW $L1_P2D+2
	DB $FF


L1_P2E: 		;2F50	saving at station or ship
	DW L1_P2E_P1
	DW L1_P2E_P2
	DW L1_P2E_P3
	DW L1_P2E_P4
L1_P2E_P1:
	DB $F5, $F0, $B1
	DB $06, $45, $0A, $99, $19
	DB $06, $45, $0A, $B1, $80
	DB $F5, $F0, $99
	DB $06, $45, $0A, $B1, $19
	DB $FF
	
L1_P2E_P2:
	DB $F5, $F0, $A7
	DB $06, $45, $0A, $8F, $19
	DB $06, $45, $0A, $A7, $80
	DB $F5, $F0, $8F
	DB $06, $45, $0A, $A7, $19
	DB $FF

L1_P2E_P3:
	DB $F5, $F0, $A0
	DB $06, $45, $0A, $88, $19
	DB $06, $45, $0A, $A0, $80
	DB $F5, $F0, $88
	DB $06, $45, $0A, $A0, $19
	DB $FF
	
L1_P2E_P4:
	DB $F5, $F0, $98
	DB $06, $45, $0A, $80, $19
	DB $06, $45, $0A, $98, $80
	DB $F5, $F0, $80
	DB $06, $45, $0A, $98, $19
	DB $FF


L1_P2F: 		;2FB0	spinjump sound
	DW L1_P2F+2
	DB $07, $80, $0A, $C7, $10
	DB $FF


L1_P30: 		;2FB8	resuming spinjump
	DW L1_P30+2
	DB $FE, $00
	DB $07, $80, $0A, $C7, $10
	DB $FB
	DB $FF


L1_P31: 		;2FC3	starting spinjump
	DW L1_P31+2
	DB $07, $30, $0A, $C5, $10
	DB $07, $40, $0A, $C6, $10
	DB $07, $50, $0A, $C7, $10
	DB $FE, $00
	DB $07, $80, $0A, $C7, $10
	DB $FB
	DB $FF
	


L1_P32: 		;2FDD	moar useless stopping spinjump
	DW L1_P32+2	;just use sound 02 again, plz Nintendo
	DB $0A, $00, $0A, $87, $03
	DB $FF


L1_P33: 		;2FE5	screw attack
	DW L1_P33_P1
	DW L1_P33_P2

L1_P33_P1:
	DB $07, $30, $0A, $C7, $04
	DB $07, $40, $0A, $C7, $05
	DB $07, $50, $0A, $C7, $06
	DB $07, $60, $0A, $C7, $07
	DB $07, $70, $0A, $C7, $09
	DB $07, $80, $0A, $C7, $0D
	DB $07, $80, $0A, $C7, $0F
	DB $FE, $00
	DB $07, $80, $0A, $C7, $10
	DB $FB
	DB $FF
L1_P33_P2:
	DB $F5, $E0, $BC
	DB $05, $60, $0A, $98, $0E
	DB $F5, $E0, $BC
	DB $05, $70, $0A, $98, $08
	DB $F5, $E0, $BC
	DB $05, $80, $0A, $98, $06
	DB $FE, $00
	DB $05, $80, $0A, $BC, $03
	DB $05, $80, $0A, $C4, $03
	DB $05, $80, $0A, $C6, $03
	DB $FB
	DB $FF



L1_P34: 		;3040	IT'S LIKE AN ALL CONSUMING BLACK HOLE OF WASTED POTENTIAL
	DW L1_P34+2
	DB $0A, $00, $0A, $87, $03
	DB $FF


L1_P35: 		;3048	Samus hurt
	DW L1_P35+2
	DB $13, $60, $0A, $A4, $10
	DB $13, $10, $0A, $A4, $07
	DB $FF


L1_P36: 		;3055	Moving on map
	DW L1_P36+2
	DB $0C, $60, $0A, $B0, $02
	DB $FF



L1_P37: 		;305D	selecting item on HUD click
	DW L1_P37+2
	DB $03, $60, $0A, $9C, $04
	DB $FF



L1_P38: 		;3065	changing menu screens
	DW L1_P38+2
	DB $F5, $90, $C7
	DB $15, $90, $0A, $B0, $15
	DB $FF



L1_P39: 		;3070	like 37, but quieter
	DW L1_P39+2
	DB $03, $40, $0A, $9C, $03
	DB $FF

L1_P3A: 		;3078	clearly not a SOUND mind present
	DW L1_P3A+2
	DB $FF

L1_P3B: 		;307B	world map to area map when loading game
	DW L1_P3B+2
	DB $05, $90, $0A, $9C, $0B
	DB $F5, $F0, $C2
	DB $05, $90, $0A, $9C, $12
	DB $FF

L1_P3C: 		;308B	area map to world map when backing out of loading game
	DW L1_P3C+2
	DB $05, $90, $0A, $9C, $0B
	DB $F5, $F0, $80
	DB $05, $90, $0A, $9C, $12
	DB $FF


L1_P3D: 		;309B	crumble block
	DW L1_P3D+2
	DB $08, $70, $0A, $99, $03
	DB $08, $70, $0A, $9C, $05
	DB $FF


L1_P3E: 		;30A8	space jump
	DW L1_P3E+2
	DB $07, $30, $0A, $C7, $04
	DB $07, $40, $0A, $C7, $05
	DB $07, $50, $0A, $C7, $06
	DB $07, $60, $0A, $C7, $07
	DB $07, $70, $0A, $C7, $09
	DB $07, $80, $0A, $C7, $0D
	DB $07, $80, $0A, $C7, $0F
	DB $FE, $00
	DB $07, $80, $0A, $C7, $10
	DB $FB
	DB $FF


L1_P3F: 		;30D6
	DW L1_P3F+2
	DB $FE, $00
	DB $07, $80, $0A, $C7, $10
	DB $FB
	DB $FF
;they could've saved space and just pointed to the end section of 3E... or 31
;I know I will! :D



L1_P40: 		;30E1	mother brain be firing her lazor
	DW L1_P40_P1
	DW L1_P40_P2
	DW L1_P40_P3

L1_P40_P1:
	DB $FE, $00
	DB $23, $D0, $0A, $89, $07
	DB $23, $D0, $0A, $8B, $07
	DB $23, $D0, $0A, $8C, $07
	DB $23, $D0, $0A, $8E, $07
	DB $23, $D0, $0A, $90, $07
	DB $23, $D0, $0A, $91, $07
	DB $23, $D0, $0A, $93, $07
	DB $23, $D0, $0A, $95, $07
	DB $23, $D0, $0A, $97, $07
	DB $FB
	DB $FF

L1_P40_P2:
	DB $FE, $00
	DB $06, $D0, $0A, $BA, $F0
	DB $FB
	DB $FF

L1_P40_P3:
	DB $FE, $00
	DB $06, $D0, $0A, $B3, $F0
	DB $FB
	DB $FF


L1_P41: 		;312A	resuming a charged beam
	DW L1_P41_P1
	DW S41_Entry_Point

L1_P41_P1:
	DB $F5, $70, $C7
	DB $05, $50, $0A, $C0, $03
	DB $FE, $00
	DB $07, $60, $0A, $C7, $30
	DB $FB
	DB $FF



L1_P42: 		;313F	boss death throes for Kraid fight BGM
	DW L1_P42_P1
	DW L1_P42_P2

L1_P42_P1:
	DB $24, $A0, $0A, $9C, $20
	DB $FF

L1_P42_P2:
	DB $24, $00, $0A, $9D, $05
	DB $24, $80, $0A, $95, $40
	DB $FF







;Library 2:

{
; B1 3A 	01
; C3 3A 	02
; D5 3A 	03
; F1 3A 	04
; F3 3A 	05
; F5 3A 	06
; 0C 3B 	07
; 28 3B 	08
; 2A 3B 	09
; 3A 3B 	0A
; 42 3B 	0B
; 5E 3B 	0C
; 73 3B 	0D
; 85 3B 	0E
; 92 3B 	0F
; A9 3B 	10
; B4 3B 	11
; C1 3B 	12
; E7 3B 	13
; 08 3C 	14
; 33 3C 	15
; 3B 3C 	16
; 43 3C 	17
; 56 3C 	18
; 90 3C 	19
; FF 3C 	1A
; 46 3D 	1B
; 4E 3D 	1C
; 65 3D 	1D
; 81 3D 	1E
; 9B 3D 	1F
; A8 3D 	20
; BF 3D 	21
; D6 3D 	22
; ED 3D 	23
; 04 3E 	24
; 20 3E 	25
; 41 3E 	26
; 66 3E 	27
; 94 3E 	28
; B0 3E 	29
; CC 3E 	2A
; CE 3E 	2B
; 03 3F 	2C
; 18 3F 	2D
; 20 3F 	2E
; 44 3F 	2F
; 5E 3F 	30
; 75 3F 	31
; 82 3F 	32
; 8A 3F 	33
; 97 3F 	34
; 9F 3F 	35
; 1F 40 	36
; 36 40 	37
; 66 40 	38
; 7C 40 	39
; 7E 40 	3A
; 86 40 	3B
; 88 40 	3C
; 8A 40 	3D
; 8C 40 	3E
; 9E 40 	3F
; A6 40 	40
; B1 40 	41
; B4 40 	42
; BC 40 	43
; CE 40 	44
; D1 40 	45
; DE 40 	46
; F5 40 	47
; 0C 41 	48
; 2C 41 	49
; 43 41 	4A
; 5A 41 	4B
; 62 41 	4C
; 6F 41 	4D
; A9 41 	4E
; C7 41 	4F
; D9 41 	50
; EE 41 	51
; 1C 42 	52
; 24 42 	53
; 36 42 	54
; 4D 42 	55
; 68 42 	56
; 88 42 	57
; 9A 42 	58
; AF 42 	59
; BF 42 	5A
; D4 42 	5B
; D6 42 	5C
; FE 42 	5D
; 10 43 	5E
; 22 43 	5F
; 34 43 	60
; 3C 43 	61
; 47 43 	62
; 52 43 	63
; C1 43 	64
; CC 43 	65
; E8 43 	66
; FA 43 	67
; 22 44 	68
; 2F 44 	69
; 41 44 	6A
; 43 44 	6B
; 46 44 	6C
; 4E 44 	6D
; 6F 44 	6E
; 7F 44 	6F
; 8F 44 	70
; 9C 44 	71
; A4 44 	72
; B9 44 	73
; CE 44 	74
; ED 44 	75
; 98 45 	76
; 9A 45 	77
; 18 46 	78
; 2D 46 	79
; 42 46 	7A
; 57 46 	7B
; 6C 46 	7C
; 79 46 	7D
; 86 46 	7E
; 8E 46 	7F
}

{
org $CFA5BB


base $0039B3	;start of library 2


	DW L2_S01, L2_S02, L2_S03, L2_S04, L2_S05, L2_S06, L2_S07, L2_S08, L2_S09, L2_S0A, L2_S0B, L2_S0C, L2_S0D, L2_S0E, L2_S0F
DW L2_S10, L2_S11, L2_S12, L2_S13, L2_S14, L2_S15, L2_S16, L2_S17, L2_S18, L2_S19, L2_S1A, L2_S1B, L2_S1C, L2_S1D, L2_S1E, L2_S1F
DW L2_S20, L2_S21, L2_S22, L2_S23, L2_S24, L2_S25, L2_S26, L2_S27, L2_S28, L2_S29, L2_S2A, L2_S2B, L2_S2C, L2_S2D, L2_S2E, L2_S2F
DW L2_S30, L2_S31, L2_S32, L2_S33, L2_S34, L2_S35, L2_S36, L2_S37, L2_S38, L2_S39, L2_S3A, L2_S3B, L2_S3C, L2_S3D, L2_S3E, L2_S3F
DW L2_S40, L2_S41, L2_S42, L2_S43, L2_S44, L2_S45, L2_S46, L2_S47, L2_S48, L2_S49, L2_S4A, L2_S4B, L2_S4C, L2_S4D, L2_S4E, L2_S4F
DW L2_S50, L2_S51, L2_S52, L2_S53, L2_S54, L2_S55, L2_S56, L2_S57, L2_S58, L2_S59, L2_S5A, L2_S5B, L2_S5C, L2_S5D, L2_S5E, L2_S5F
DW L2_S60, L2_S61, L2_S62, L2_S63, L2_S64, L2_S65, L2_S66, L2_S67, L2_S68, L2_S69, L2_S6A, L2_S6B, L2_S6C, L2_S6D, L2_S6E, L2_S6F
DW L2_S70, L2_S71, L2_S72, L2_S73, L2_S74, L2_S75, L2_S76, L2_S77, L2_S78, L2_S79, L2_S7A, L2_S7B, L2_S7C, L2_S7D, L2_S7E, L2_S7F

L2_S01:						;Small energy pickup sound
	DW L2_S01+2				;3AB1
	DB $15, $80, $0A, $C7, $0A	
	DB $15, $50, $0A, $C7, $0A
	DB $15, $20, $0A, $C7, $0A
		DB $FF

L2_S02:						;large energy pickup sound, actually slightly louder than 01
	DW L2_S02+2				;3AC3
	DB $15, $E0, $0A, $C7, $0A 
	DB $15, $60, $0A, $C7, $0A 
	DB $15, $30, $0A, $C7, $0A
		DB $FF

L2_S03:						;missile pickup
	DW L2_S03+2				;3AD5
	DB $0C, $60, $0A, $AF, $02 
	DB $0C, $00, $0A, $AF, $01 
	DB $0C, $60, $0A, $AF, $02
	DB $0C, $00, $0A, $AF, $01
	DB $0C, $60, $0A, $AF, $02
		DB $FF 
L2_S04:
	DW L2_S03+2				;3AF1
						;(points to missile pickup)
L2_S05:
	DW L2_S03+2 				;3AF3
						;(points to missile pickup)

L2_S06:						;shorter bomb sound
	DW L2_S06+2				;3AF5
	DB $08, $D0, $0A, $98, $03 
	DB $08, $D0, $0A, $95, $03 
	DB $08, $D0, $0A, $9A, $03 
	DB $08, $D0, $0A, $8C, $03 
	DB $FF
L2_S07:						;Super Missile explosion

	DW L2_S07+2				;3B0C
	DB $08, $E0, $0A, $98, $03 
	DB $08, $E0, $0A, $95, $03 
	DB $08, $E0, $0A, $9A, $03 
	DB $08, $E0, $0A, $8C, $03 
	DB $08, $E0, $0A, $8C, $20 
	DB $FF

L2_S08:						;3B28
						;Bomb explosion
	DW L2_S07+2				;(points to SM explosion)


L2_S09:						;3B2A

	DW L2_S09+2				;Enemy death sound?
	DB $08, $D0, $0A, $8B, $08 
	DB $F5, $D0, $BC 			
	DB $09, $D0, $0A, $98, $10
	DB $FF

L2_S0A:						;3B3A
	
	DW L2_S0A+2				;Block Break
	DB $08, $70, $0A, $9D, $07
	DB $FF

L2_S0B:						;3B42

	DW L2_S0B+2				;Enemy death by screw attack
	DB $08, $D0, $0A, $99, $02 
	DB $08, $D0, $0A, $9C, $03 
	DB $0F, $D0, $0A, $8B, $03 
	DB $0F, $E0, $0A, $8C, $03 
	DB $0F, $D0, $0A, $8E, $0E 
	DB $FF

L2_S0C:						;3B5E

	DW L2_S0C+2				;Enemy death or beam dud noise
	DB $08, $70, $0A, $98, $03
	DB $08, $70, $0A, $95, $03
	DB $F5, $F0, $BC
	DB $09, $70, $0A, $98, $06
	DB $FF
	

L2_S0D:						;3B73
	DW L2_S0D+2				;Loud water splash
	DB $0F, $70, $0A, $93, $03
	DB $0F, $E0, $0A, $90, $08
	DB $0F, $70, $0A, $84, $15
	DB $FF

L2_S0E:						;3B85
	DW L2_S0E+2				;Soft water splash
	DB $0F, $60, $0A, $90, $03
	DB $0F, $60, $0A, $84, $15
	DB $FF


L2_S0F:						;3B92
	DW L2_S0F+2				;large air bubble
	DB $0E, $60, $0A, $80, $05
	DB $0E, $60, $0A, $85, $05
	DB $0E, $60, $0A, $91, $05
	DB $0E, $60, $0A, $89, $05
	DB $FF


L2_S10:						;3BA9
	DW L2_S10+2				;scrape sound from dust enemies
	DB $F5, $30, $BB
	DB $12, $10, $0A, $95, $15
	DB $FF


L2_S11:						;3BB4
	DW L2_S11+2				;small air bubble
	DB $0E, $60, $0A, $8C, $05
	DB $0E, $60, $0A, $91, $05
	DB $FF


L2_S12:						;3BC1
	DW L2_S12+2				;one air bubble
	DB $22, $60, $0A, $84, $1C
	DB $22, $60, $0A, $90, $19
	DB $0E, $60, $0A, $80, $10
	DB $22, $60, $0A, $89, $19
	DB $0E, $60, $0A, $80, $07
	DB $0E, $60, $0A, $84, $10
	DB $22, $60, $0A, $8B, $1B
	DB $FF


L2_S13:						;3BE7
	DW L2_S13+2				;two air bubbles
	DB $0E, $60, $0A, $80, $0A
	DB $0E, $60, $0A, $84, $07
	DB $22, $60, $0A, $8B, $1F
	DB $22, $60, $0A, $89, $16
	DB $0E, $60, $0A, $80, $0A
	DB $0E, $60, $0A, $87, $10
	DB $FF


L2_S14:						;3C08
	DW L2_S14+2				;three air bubbles
	DB $0E, $60, $0A, $80, $0A
	DB $0E, $60, $0A, $87, $10
	DB $22, $60, $0A, $84, $1A
	DB $0E, $60, $0A, $80, $0A
	DB $0E, $60, $0A, $84, $07
	DB $22, $60, $0A, $91, $16
	DB $0E, $60, $0A, $80, $0A
	DB $0E, $60, $0A, $87, $10
	DB $FF


L2_S15:						;3C33
	DW L2_S15+2				;clear sounds?
	DB $25, $00, $0A, $AB, $03
	DB $FF


L2_S16:						;3C3B
	DW L2_S16+2				;boss scream with proper bgm
	DB $25, $60, $0A, $A8, $10
	DB $FF



L2_S17:						;3C43
	DW L2_S17+2				;low pitch x-ray (does not stop, ignores new sounds)
	DB $F5, $70, $AA
	DB $06, $40, $0A, $A1, $40
	DB $FE, $00
	DB $06, $40, $0A, $AA, $F0
	DB $FB
	DB $FF


L2_S18:						;3C56
	DW L2_S18+2				;load game 'hum'
	DB $0B, $20, $0A, $8C, $03
	DB $0B, $30, $0A, $8C, $03
	DB $0B, $40, $0A, $8C, $03
	DB $0B, $50, $0A, $8C, $03
	DB $0B, $60, $0A, $8C, $03
	DB $0B, $70, $0A, $8C, $03
	DB $0B, $80, $0A, $8C, $03
	DB $0B, $60, $0A, $8C, $03
	DB $0B, $50, $0A, $8C, $03
	DB $0B, $40, $0A, $8C, $03
	DB $0B, $30, $0A, $8C, $03
	DB $FF


L2_S19:						;3C90
	DW L2_S19_P1				;statue gem shattering and things flying out
	DW L2_S19_P2
L2_S19_P1:
	DB $10, $50, $0A, $C1, $03
	DB $10, $40, $0A, $C2, $03
	DB $10, $30, $0A, $C3, $03
	DB $10, $20, $0A, $C4, $03
	DB $10, $10, $0A, $C5, $03
	DB $10, $10, $0A, $C6, $03
	DB $10, $10, $0A, $C7, $03
	DB $10, $00, $0A, $C7, $30
	DB $10, $60, $0A, $C7, $03
	DB $10, $50, $0A, $C6, $03
	DB $10, $30, $0A, $C5, $03
	DB $10, $30, $0A, $C4, $03
	DB $10, $20, $0A, $C3, $03
	DB $10, $20, $0A, $C2, $03
	DB $10, $10, $0A, $C1, $03
	DB $10, $10, $0A, $C0, $03
	DB $FF

L2_S19_P2:					;other than being quieter, could've probably just used the screw attack enemy death sound
	DB $08, $D0, $0A, $99, $03
	DB $08, $D0, $0A, $9C, $04
	DB $0F, $30, $0A, $8B, $03
	DB $0F, $40, $0A, $8C, $03
	DB $0F, $50, $0A, $8E, $0E
	DB $FF


L2_S1A:						;3CFF
	DW L2_S1A_P1				;explosion + destroying MB case
	DW L2_S1A_P2
L2_S1A_P1:
	DB $08, $D0, $0A, $94, $03
	DB $08, $D0, $0A, $97, $02
	DB $08, $D0, $0A, $98, $03
	DB $08, $D0, $0A, $9A, $04
	DB $08, $D0, $0A, $97, $03
	DB $08, $D0, $0A, $9A, $04
	DB $08, $D0, $0A, $9D, $03
	DB $08, $D0, $0A, $9F, $03
	DB $08, $D0, $0A, $94, $1A
	DB $25, $40, $0A, $8C, $26
	DB $FF
L2_S1A_P2:
	DB $25, $D0, $0A, $98, $10
	DB $25, $D0, $0A, $93, $16
	DB $25, $90, $0A, $8F, $15
	DB $FF

L2_S1B:						;3D46
	DW L2_S1B+2				;boulder smashing?
	DB $08, $D0, $0A, $94, $19
	DB $FF

L2_S1C:						;3D4E
	DW L2_S1C+2				;WS chozo grab
	DB $0D, $40, $0C, $8B, $02
	DB $0D, $50, $0C, $89, $02
	DB $0D, $60, $0C, $87, $03
	DB $0D, $50, $0C, $85, $03
	DB $FF


L2_S1D:						;3D65
	DW L2_S1D+2				;Dachora chirp
	DB $14, $D0, $0A, $9F, $03
	DB $14, $D0, $0A, $A4, $03
	DB $14, $90, $0A, $A4, $03
	DB $14, $40, $0A, $A3, $03
	DB $14, $30, $0A, $A2, $03
	DB $FF


L2_S1E:						;3D81
	DW L2_S1E_P1				;smashing MB case
	DW L2_S1E_P2

L2_S1E_P1:
	DB $08, $D0, $0A, $94, $59
	DB $FF

L2_S1E_P2:
	DB $25, $D0, $0A, $98, $10
	DB $25, $D0, $0A, $93, $16
	DB $25, $90, $0A, $8F, $15
	DB $FF


L2_S1F:						;3D9B
	DW L2_S1F+2				;wierd tone plus plasma shot sound
	DB $25, $D0, $0A, $90, $09
	DB $00, $D8, $0A, $97, $07
	DB $FF


L2_S20:						;3DA8
	DW L2_S20+2				;space pirate bark
	DB $14, $80, $0A, $9F, $03
	DB $14, $80, $0A, $98, $0A
	DB $14, $40, $0A, $98, $03
	DB $14, $30, $0A, $98, $03
	DB $FF


L2_S21:						;3DBF
	DW L2_S21+2				;skree dive bomb/lettuce leaf?
	DB $14, $80, $0A, $98, $03
	DB $14, $A0, $0A, $9D, $07
	DB $14, $50, $0A, $98, $03
	DB $14, $30, $0A, $9D, $06
	DB $FF


L2_S22:						;3DD6
	DW L2_S22+2				;hurt enemy (pipes?)
	DB $14, $D0, $0A, $90, $03
	DB $14, $E0, $0A, $93, $03
	DB $14, $D0, $0A, $95, $03
	DB $14, $50, $0A, $95, $03
	DB $FF



L2_S23:						;3DED
	DW L2_S23+2				;hurt enemy (ball enemies?)
	DB $14, $E0, $0C, $84, $03
	DB $14, $D0, $0C, $89, $03
	DB $14, $E0, $0C, $84, $03
	DB $14, $D0, $0C, $89, $03
	DB $FF


L2_S24:						;3E04
	DW L2_S24+2				;bomb explosion? (when escaping Zebes)
	DB $08, $D0, $0A, $98, $03
	DB $08, $D0, $0A, $95, $03
	DB $08, $D0, $0A, $9A, $03
	DB $08, $D0, $0A, $8C, $03
	DB $08, $D0, $0A, $8C, $25
	DB $FF


L2_S25:						;3E20
	DW L2_S25+2				;sounds like a muffled missile hitting a wall? (escaping Zebes)
	DB $00, $E0, $0A, $91, $08
	DB $08, $D0, $0A, $A1, $03
	DB $08, $D0, $0A, $9E, $03
	DB $08, $D0, $0A, $A3, $03
	DB $08, $D0, $0A, $8E, $03
	DB $08, $D0, $0A, $8E, $25
	DB $FF


L2_S26:						;3E41
	DW L2_S26+2				;Torizo shooting a crescent
	DB $00, $D8, $0A, $95, $05
	DB $01, $90, $0A, $A4, $08
	DB $F5, $F0, $80
	DB $0B, $A0, $0A, $B0, $0E
	DB $F5, $F0, $80
	DB $0B, $70, $0A, $B0, $0E
	DB $F5, $F0, $80
	DB $0B, $30, $0A, $B0, $0E
	DB $FF


L2_S27:						;3E66
	DW L2_S27_P1				;hurt enemy 4? (torizo, large enemies)
	DW L2_S27_P2
L2_S27_P1:
	DB $14, $D0, $0A, $8B, $11
	DB $14, $D0, $0A, $89, $20
	DB $14, $80, $0A, $89, $05
	DB $14, $30, $0A, $89, $05
	DB $FF
L2_S27_P2:
	DB $14, $D0, $0A, $80, $09
	DB $14, $D0, $0A, $82, $20
	DB $14, $80, $0A, $82, $05
	DB $14, $30, $0A, $82, $05
	DB $FF

L2_S28:						;3E94
	DW L2_S28+2				;bomb explosion
	DB $08, $D0, $0A, $98, $03
	DB $08, $D0, $0A, $95, $03
	DB $08, $D0, $0A, $9A, $03
	DB $08, $D0, $0A, $8C, $03
	DB $08, $D0, $0A, $8C, $25
	DB $FF


L2_S29:						;3EB0
	DW L2_S29+2				;shot block break?
	DB $08, $40, $0A, $9F, $04
	DB $08, $40, $0A, $9C, $03
	DB $08, $40, $0A, $A1, $03
	DB $08, $40, $0A, $93, $04
	DB $08, $40, $0A, $93, $25
	DB $FF

L2_S2A:						;3ECC
	DW L2_S28+2				;bomb explosion



L2_S2B:						;3ECE
	DW L2_S2B+2				;multiple bomb explosions, not bomb spread
	DB $08, $D0, $0A, $98, $03
	DB $08, $D0, $0A, $95, $03
	DB $08, $D0, $0A, $9A, $03
	DB $08, $D0, $0A, $98, $03
	DB $08, $D0, $0A, $95, $03
	DB $08, $D0, $0A, $9A, $03
	DB $08, $D0, $0A, $98, $03
	DB $08, $D0, $0A, $95, $03
	DB $08, $D0, $0A, $9A, $03
	DB $08, $D0, $0A, $8C, $20
	DB $FF

L2_S2C:						;3F03
	DW L2_S2C_P1				;either draygon or metroid/MB scream
	DW L2_S2C_P2
L2_S2C_P1:
	DB $25, $D0, $0A, $8E, $40
	DB $FF
L2_S2C_P2:
	DB $25, $00, $0A, $87, $15
	DB $25, $D0, $0A, $87, $40
	DB $FF

L2_S2D:						;3F18
	DW L2_S2D+2				;crocomire scream
	DB $25, $D0, $0A, $95, $45
	DB $FF


L2_S2E:						;3F20
	DW L2_S2E_P1				;crocomire death throes
	DW L2_S2E_P2
L2_S2E_P1:
	DB $25, $D0, $0A, $9F, $60
	DB $25, $D0, $0A, $9A, $30
	DB $25, $D0, $0A, $98, $30
	DB $FF
L2_S2E_P2:
	DB $25, $00, $0A, $9A, $45
	DB $25, $D0, $0A, $9C, $60
	DB $25, $D0, $0A, $97, $50
	DB $FF


L2_S2F:						;3F44
	DW L2_S2F+2				;yapping maw
	DB $08, $50, $0A, $AD, $03
	DB $08, $50, $0A, $AD, $04
	DB $F5, $90, $C7
	DB $10, $40, $0A, $BC, $07
	DB $10, $20, $0A, $C3, $03
	DB $FF

L2_S30:						;3F5E
	DW L2_S30+2				;some boss noise
	DB $25, $90, $0A, $93, $06
	DB $25, $B0, $0A, $98, $10
	DB $25, $40, $0A, $98, $03
	DB $25, $30, $0A, $98, $03
	DB $FF


L2_S31:						;3F75
	DW L2_S31+2				;hiru noise
	DB $0F, $70, $0A, $8B, $0D
	DB $0F, $80, $0A, $92, $0D
	DB $FF	

L2_S32:						;3F82
	DW L2_S32+2				;Ectoon noise
	DB $1D, $70, $0A, $AC, $0B
	DB $FF
L2_S33:						;3F8A
	DW L2_S33+2				;different ectoon
	DB $1D, $70, $0A, $B4, $04
	DB $1D, $70, $0A, $B0, $04
	DB $FF

L2_S34:						;3F97
	DW L2_S34+2				;puff noise from cacti
	DB $00, $D8, $0A, $90, $16
	DB $FF

L2_S35:						;3F9F
	DW L2_S35+2				;item theme sung by ectoons
	DB $1D, $70, $0A, $A9, $07
	DB $1D, $20, $0A, $A9, $07
	DB $1D, $70, $0A, $AE, $07
	DB $1D, $20, $0A, $AE, $07
	DB $1D, $70, $0A, $B0, $07
	DB $1D, $20, $0A, $B0, $07
	DB $1D, $70, $0A, $B2, $07
	DB $1D, $20, $0A, $B2, $07
	DB $1D, $70, $0A, $B4, $07
	DB $1D, $20, $0A, $B4, $07
	DB $1D, $70, $0A, $B0, $07
	DB $1D, $20, $0A, $B0, $07
	DB $1D, $70, $0A, $AB, $07
	DB $1D, $20, $0A, $AB, $07
	DB $1D, $70, $0A, $B0, $07
	DB $1D, $20, $0A, $B0, $07
	DB $1D, $70, $0A, $B5, $07
	DB $1D, $20, $0A, $B5, $07
	DB $1D, $70, $0A, $B2, $07
	DB $1D, $20, $0A, $B2, $07
	DB $1D, $70, $0A, $AE, $07
	DB $1D, $20, $0A, $AE, $07
	DB $1D, $70, $0A, $AB, $07
	DB $1D, $20, $0A, $AB, $07
	DB $1D, $70, $0A, $AD, $20
	DB $FF


L2_S36:						;401F
	DW L2_S36+2				;Norfair swoop enemies
	DB $14, $80, $0A, $8C, $03
	DB $14, $A0, $0A, $91, $05
	DB $14, $50, $0A, $8C, $03
	DB $14, $30, $0A, $91, $06
	DB $FF 


L2_S37:						;4036
	DW L2_S37_P1				;plugging into map station
	DW L2_S37_P2

L2_S37_P1:
	DB $03, $90, $0A, $89, $05
	DB $F5, $F0, $BB
	DB $07, $40, $0A, $B0, $20
	DB $FE, $00
	DB $07, $40, $0A, $BB, $0A
	DB $FB
	DB $FF
L2_S37_P2:
	DB $03, $90, $0A, $87, $05
	DB $F5, $F0, $C7
	DB $07, $40, $0A, $BC, $20
	DB $FE, $00
	DB $0B, $10, $0A, $B9, $07
	DB $FB
	DB $FF

L2_S38:						;4066
	DW L2_S38_P1				;finishing with map station
	DW L2_S38_P2

L2_S38_P1:
	DB $F5, $F0, $B0
	DB $07, $90, $0A, $BB, $08
	DB $FF
L2_S38_P2:
	DB $F5, $F0, $80
	DB $0B, $10, $0A, $B9, $08
	DB $FF

L2_S39:						;407C
	DW $4F02				;Pointer to a Lib3 sample, fix this later
						;speed booster running


L2_S3A:						;407E
	DW L2_S3A+2				;single spinjump?
	DB $07, $60, $0A, $C7, $10
	DB $FF



L2_S3B:						;4086
	DW $504B				;ripping noise?
						;More Lib3 will need fixing later

L2_S3C:						;4088
	DW $50AA				;missile explosion

L2_S3D:						;408A
	DW $4FF9				;shinespark charged?



L2_S3E:						;408C
	DW L2_S3E+2				;missing from Kej notes
	DB $13, $60, $0A, $95, $05
	DB $13, $40, $0A, $95, $03
	DB $13, $10, $0A, $95, $03
	DB $FF


L2_S3F:						;409E
	DW L2_S3F+2				;missile launcher noise
	DB $00, $70, $0A, $95, $0C
	DB $FF


L2_S40:						;40A6
	DW L2_S40+2				;squeaky noise
	DB $F5, $F0, $80
	DB $0B, $30, $0A, $C7, $08
	DB $FF


L2_S41:						;40B1
	DW L2_S41+2				;nothing
	DB $FF


L2_S42:						;40B4
	DW L2_S42+2				;breaking noise, perhaps crumbling statue?
	DB $08, $D0, $0A, $94, $20
	DB $FF


L2_S43:						;40BC
	DW L2_S43+2				;another muffled explosion
	DB $08, $D0, $0A, $94, $03
	DB $08, $D0, $0A, $97, $03
	DB $08, $D0, $0A, $99, $20
	DB $FF


L2_S44:						;40CE
	DW L2_S44+2				;nothing?
	DB $FF


L2_S45:						;40D1
	DW L2_S45+2				;double click sort of sound
	DB $03, $50, $0A, $98, $02
	DB $03, $50, $0A, $98, $02
	DB $FF


L2_S46:						;40DE
	DW L2_S46+2				;bubbling used in lava rising rooms?
	DB $08, $D0, $0A, $8E, $07
	DB $08, $D0, $0A, $8E, $10
	DB $08, $D0, $0A, $8E, $09
	DB $08, $D0, $0A, $8E, $0E
	DB $FF


L2_S47:						;40F5
	DW L2_S47+2				;swooping norfair enemy
	DB $14, $D0, $0A, $98, $03
	DB $14, $E0, $0A, $97, $03
	DB $14, $D0, $0A, $95, $03
	DB $14, $50, $0A, $95, $03
	DB $FF



L2_S48:						;410C
	DW L2_S48+2				;torizo shooting
	DB $00, $D8, $0A, $95, $08
	DB $F5, $F0, $8C
	DB $0B, $D0, $0A, $A3, $06
	DB $F5, $F0, $8C
	DB $0B, $B0, $0A, $A3, $06
	DB $F5, $F0, $8C
	DB $0B, $70, $0A, $A3, $06
	DB $FF


L2_S49:						;412C
	DW L2_S49+2				;Maridia furry wall crawlers
	DB $14, $80, $0A, $AB, $04
	DB $14, $50, $0A, $AB, $04
	DB $14, $30, $0A, $AB, $04
	DB $14, $20, $0A, $AB, $04
	DB $FF


L2_S4A:						;4143
	DW L2_S4A+2				;odd buzz
	DB $24, $70, $0A, $9C, $03
	DB $24, $50, $0A, $9A, $04
	DB $24, $40, $0A, $9A, $06
	DB $24, $10, $0A, $9A, $06
	DB $FF


L2_S4B:						;415A
	DW L2_S4B+2				;stepping from WS chozo
	DB $08, $A0, $0C, $98, $08
	DB $FF


L2_S4C:						;4162
	DW L2_S4C+2				;draygon gunk
	DB $00, $40, $0A, $9C, $08
	DB $0F, $80, $0A, $93, $13
	DB $FF


L2_S4D:						;416F
	DW L2_S4D+2				;low pitch hum in hall before statues
	DB $0B, $20, $0A, $89, $03
	DB $0B, $30, $0A, $89, $03
	DB $0B, $40, $0A, $89, $03
	DB $0B, $50, $0A, $89, $03
	DB $0B, $60, $0A, $89, $03
	DB $0B, $70, $0A, $89, $03
	DB $0B, $80, $0A, $89, $03
	DB $0B, $60, $0A, $89, $03
	DB $0B, $50, $0A, $89, $03
	DB $0B, $40, $0A, $89, $03
	DB $0B, $30, $0A, $89, $03
	DB $FF


L2_S4E:						;41A9
	DW L2_S4E_P1				;slightly different PB?
	DW L2_S4E_P2

L2_S4E_P1:
	DB $F5, $B0, $C7
	DB $05, $D0, $0A, $98, $46
	DB $FF
L2_S4E_P2:
	DB $F5, $A0, $C7
	DB $09, $D0, $0F, $80, $50
	DB $F5, $50, $80
	DB $09, $D0, $0A, $AB, $46
	DB $FF


L2_S4F:						;41C7
	DW L2_S4F+2				;splashing?
	DB $0F, $B0, $0A, $93, $10
	DB $0F, $40, $0A, $93, $03
	DB $0F, $30, $0A, $93, $03
	DB $FF


L2_S50:						;41D9
	DW L2_S50_P1				;Metroid screech (Tourian/Marida)
	DW L2_S50_P2

L2_S50_P1:
	DB $24, $A0, $0A, $9A, $0E
	DB $FF
L2_S50_P2:
	DB $24, $00, $0A, $8C, $03
	DB $24, $90, $0A, $98, $14
	DB $FF


L2_S51:						;41EE
	DW L2_S51_P1				;WS ghost?
	DW L2_S51_P2

L2_S51_P1:
	DB $19, $60, $0A, $A4, $13
	DB $19, $50, $0A, $A4, $13
	DB $19, $30, $0A, $A4, $13
	DB $19, $10, $0A, $A4, $13
	DB $FF
L2_S51_P2:
	DB $19, $60, $0A, $9F, $16
	DB $19, $50, $0A, $9F, $16
	DB $19, $30, $0A, $9F, $16
	DB $19, $10, $0A, $9F, $16
	DB $FF



L2_S52:						;421C
	DW L2_S52+2				;alternate metroid?
	DB $22, $D0, $0A, $92, $2B
	DB $FF


L2_S53:						;4224
	DW L2_S53+2				;squish noise
	DB $0F, $B0, $0A, $93, $10
	DB $0F, $40, $0A, $93, $03
	DB $0F, $30, $0A, $93, $03
	DB $FF


L2_S54:						;4236
	DW L2_S54+2				;lower pitch skree noise
	DB $14, $B0, $0A, $93, $05
	DB $14, $80, $0A, $9C, $0A
	DB $14, $40, $0A, $9C, $03
	DB $14, $30, $0A, $9C, $03
	DB $FF


L2_S55:						;424D
	DW L2_S55+2				;???
	DB $F5, $F0, $80
	DB $0B, $40, $0A, $C5, $04
	DB $F5, $F0, $80
	DB $0B, $30, $0A, $F6, $03
	DB $F5, $F0, $80
	DB $0B, $20, $0A, $F6, $03
	DB $FF



L2_S56:						;4268
	DW L2_S56_P1				;suit get!
	DW L2_S56_P2

L2_S56_P1:
	DB $09, $D0, $0F, $87, $10
	DB $F5, $B0, $C7
	DB $05, $D0, $0F, $80, $60
	DB $FF
L2_S56_P2:
	DB $09, $D0, $05, $82, $30
	DB $F5, $A0, $80
	DB $05, $D0, $05, $C7, $60
	DB $FF

L2_S57:						;4288
	DW L2_S57+2				;crumble block?
	DB $08, $70, $0A, $98, $03
	DB $08, $50, $0A, $95, $03
	DB $08, $40, $0A, $9A, $03
	DB $FF


L2_S58:						;429A
	DW L2_S58_P1				;another metroid scream
	DW L2_S58_P2

L2_S58_P1:
	DB $24, $A0, $0A, $98, $0D
	DB $FF
L2_S58_P2:
	DB $24, $00, $0A, $94, $03
	DB $24, $80, $0A, $9A, $15
	DB $FF



L2_S59:						;42AF
	DW L2_S59_P1				;Ridley roar
	DW L2_S59_P2
L2_S59_P1:
	DB $25, $D0, $0A, $9D, $30
	DB $FF
L2_S59_P2:
	DB $25, $D0, $0A, $A1, $30
	DB $FF

L2_S5A:						;42BF
	DW L2_S5A_P1				;metroid feeding?
	DW L2_S5A_P2
L2_S5A_P1:
	DB $24, $A0, $0A, $98, $15
	DB $FF
L2_S5A_P2:
	DB $24, $00, $0A, $96, $03
	DB $24, $80, $0A, $95, $1D
	DB $FF


L2_S5B:						;42D4
	DW L2_S21+2 				;skree



L2_S5C:						;42D6
	DW L2_S5C+2				;skree meet ground
	DB $0F, $B0, $0A, $8B, $08
	DB $F5, $F0, $BC
	DB $01, $70, $0A, $98, $09
	DB $F5, $F0, $BC
	DB $01, $60, $0A, $98, $09
	DB $F5, $F0, $BC
	DB $01, $50, $0A, $98, $09
	DB $F5, $F0, $BC
	DB $01, $40, $0A, $98, $09
	DB $FF



L2_S5D:						;42FE
	DW L2_S5D+2				;subtle rubbing or scraping
	DB $01, $B0, $0A, $80, $0F
	DB $01, $60, $0A, $80, $03
	DB $01, $40, $0A, $80, $03
	DB $FF


L2_S5E:						;4310
	DW L2_S5E+2				;sounds like air swish?
	DB $00, $A0, $0A, $84, $0F
	DB $00, $60, $0A, $84, $03
	DB $00, $40, $0A, $84, $03
	DB $FF

L2_S5F:						;4322
	DW L2_S5F+2				;Norfair bouncy ball
	DB $14, $90, $0A, $82, $0A
	DB $14, $80, $0A, $82, $03
	DB $14, $60, $0A, $82, $03
	DB $FF



L2_S60:						;4334
	DW L2_S60+2				;sounds suited to mini-croc when used with kraid fight BGM
	DB $25, $70, $0A, $AB, $20
	DB $FF


L2_S61:						;433C
	DW L2_S61+2				;starts like PB but truncates before reaching very high pitch
	DB $F5, $50, $B0
	DB $09, $D0, $0A, $8C, $20
	DB $FF


L2_S62:						;4347
	DW L2_S62+2				;scraping?
	DB $F5, $F0, $B0
	DB $09, $D0, $0A, $8C, $10
	DB $FF


L2_S63:						;4352
	DW L2_S63_P1				;MB explosion shot
	DW L2_S63_P2
L2_S63_P1:
	DB $00, $E0, $0A, $95, $05
	DB $01, $E0, $0A, $A4, $05
	DB $08, $E0, $0A, $9F, $04
	DB $08, $E0, $0A, $9C, $03
	DB $08, $E0, $0A, $A1, $03
	DB $08, $E0, $0A, $93, $04
	DB $08, $E0, $0A, $93, $08
	DB $08, $D0, $0A, $8B, $13
	DB $08, $D0, $0A, $89, $13
	DB $08, $D0, $0A, $85, $16
	DB $08, $D0, $0A, $82, $18
	DB $FF
L2_S63_P2:
	DB $00, $E0, $0A, $95, $05
	DB $18, $E0, $0A, $A4, $05
	DB $18, $E0, $0A, $9F, $04
	DB $18, $E0, $0A, $9C, $03
	DB $18, $E0, $0A, $A1, $03
	DB $18, $E0, $0A, $93, $04
	DB $18, $E0, $0A, $93, $08
	DB $18, $E0, $0A, $8C, $05
	DB $18, $E0, $0A, $87, $04
	DB $18, $E0, $0A, $84, $03
	DB $FF


L2_S64:						;43C1
	DW L2_S64+2				;like 61
	DB $F5, $50, $B0
	DB $09, $D0, $0A, $8C, $18
	DB $FF


L2_S65:						;43CC
	DW L2_S65+2				;swooping thing from brinstar pipes
	DB $14, $A0, $0A, $97, $03
	DB $14, $A0, $0A, $97, $03
	DB $14, $A0, $0A, $97, $03
	DB $14, $30, $0A, $97, $03
	DB $14, $20, $0A, $97, $03
	DB $FF


L2_S66:						;43E8
	DW L2_S66+2				;space pirate
	DB $14, $80, $0A, $98, $0A
	DB $14, $40, $0A, $98, $03
	DB $14, $30, $0A, $98, $03
	DB $FF


L2_S67:						;43FA
	DW L2_S67+2				;space pirate shooting
	DB $00, $D8, $0A, $98, $05
	DB $F5, $F0, $C7
	DB $0B, $50, $0A, $B0, $03
	DB $F5, $F0, $C7
	DB $0B, $50, $0A, $B0, $03
	DB $F5, $F0, $C7
	DB $0B, $50, $0A, $B0, $03
	DB $F5, $F0, $BC
	DB $0B, $50, $0A, $B0, $03
	DB $FF


L2_S68:						;4422
	DW L2_S68+2				;WS droid walk
	DB $1B, $A0, $0A, $94, $06
	DB $1B, $90, $0A, $8C, $20
	DB $FF


L2_S69:						;442F
	DW L2_S69+2				;unrecognized
	DB $02, $80, $0A, $89, $05
	DB $02, $40, $0A, $89, $03
	DB $02, $10, $0A, $89, $03
	DB $FF

L2_S6A:						;4441
	DW L2_S34+2				;puffing from cacti



L2_S6B:						;4443
	DW L2_S67+2				;MB eye beam
	DB $FF


L2_S6C:						;4446
	DW L2_S6C+2				;subtle knock
	DB $00, $40, $0A, $A8, $08
	DB $FF


L2_S6D:						;444E
	DW L2_S6D+2				;Super missile explosion?
	DB $00, $E0, $0A, $91, $08
	DB $08, $90, $0A, $A1, $03
	DB $08, $90, $0A, $9E, $03
	DB $08, $90, $0A, $A3, $03
	DB $08, $90, $0A, $8E, $03
	DB $08, $90, $0A, $8E, $25
	DB $FF



L2_S6E:						;446F
	DW L2_S6E_P1			;MB first form ouch noise
	DW L2_S6E_P2

L2_S6E_P1:
	DB $23, $D0, $0A, $80, $20
	DB $FF
L2_S6E_P2:
	DB $23, $D0, $0A, $87, $20
	DB $FF


L2_S6F:						;447F
	DW L2_S6F_P1				;MB second form scream
	DW L2_S6F_P2

L2_S6F_P1:
	DB $25, $E0, $0A, $80, $C0
	DB $FF
L2_S6F_P2:
	DB $24, $E0, $0A, $8C, $C0
	DB $FF


L2_S70:						;448F
	DW L2_S70+2				;snail enemy rolling
	DB $1A, $60, $0A, $AB, $06
	DB $1A, $60, $0A, $B0, $09
	DB $FF


L2_S71:						;449C
	DW L2_S71+2					;nothing?
	DB $09, $00, $0A, $8C, $03
	DB $FF


L2_S72:						;44A4
	DW L2_S72_P1				;THE BABY is sorry
	DW L2_S72_P2

L2_S72_P1:
	DB $24, $A0, $0A, $8C, $30
	DB $FF
L2_S72_P2:
	DB $24, $00, $0A, $9D, $03
	DB $24, $80, $0A, $87, $45
	DB $FF


L2_S73:						;44B9
	DW L2_S73_P1				;draygon/phant roar
	DW L2_S73_P2

L2_S73_P1:
	DB $25, $E0, $0A, $A3, $40
	DB $FF
L2_S73_P2:
	DB $25, $00, $0A, $A6, $0C
	DB $25, $80, $0A, $A3, $40
	DB $FF


L2_S74:						;44CE
	DW L2_S74_P1				;crocomire roar/THE BABY dies
	DW L2_S74_P2

L2_S74_P1:
	DB $25, $90, $0A, $92, $53
	DB $FF
L2_S74_P2:
	DB $26, $E0, $0A, $A6, $09
	DB $26, $E0, $0A, $A4, $0D
	DB $26, $E0, $0A, $A2, $0D
	DB $26, $E0, $0A, $A0, $0D
	DB $FF


L2_S75:						;44ED
	DW L2_S75_P1				;collapsing crocomire bones?
	DW L2_S75_P2


L2_S75_P1:
	DB $0D, $00, $0C, $A3, $05
	DB $0D, $A0, $0C, $A3, $02
	DB $0D, $C0, $0C, $A1, $02
	DB $0D, $C0, $0C, $9F, $03
	DB $0D, $C0, $0C, $9D, $03
	DB $0D, $B0, $0C, $9C, $03
	DB $0D, $A0, $0C, $9A, $02
	DB $0D, $90, $0C, $A3, $02
	DB $0D, $90, $0C, $98, $04
	DB $0D, $A0, $0C, $97, $02
	DB $0D, $C0, $0C, $95, $02
	DB $0D, $C0, $0C, $93, $03
	DB $0D, $C0, $0C, $91, $03
	DB $0D, $B0, $0C, $90, $03
	DB $0D, $A0, $0C, $8E, $02
	DB $0D, $90, $0C, $97, $02
	DB $0D, $90, $0C, $8C, $04
	DB $FF
L2_S75_P2:
	DB $0D, $A0, $0C, $97, $02
	DB $0D, $B0, $0C, $90, $03
	DB $0D, $C0, $0C, $91, $03
	DB $0D, $C0, $0C, $91, $03
	DB $0D, $B0, $0C, $90, $03
	DB $0D, $90, $0C, $97, $02
	DB $0D, $90, $0C, $97, $02
	DB $0D, $90, $0C, $8C, $04
	DB $0D, $A0, $0C, $8B, $02
	DB $0D, $90, $0C, $8B, $02
	DB $0D, $C0, $0C, $87, $03
	DB $0D, $C0, $0C, $85, $03
	DB $0D, $C0, $0C, $89, $02
	DB $0D, $B0, $0C, $84, $03
	DB $0D, $C0, $0C, $89, $02
	DB $0D, $90, $0C, $80, $04
	DB $FF



L2_S76:						;4598
	DW L2_S25+2				;Super Missile explosion?



L2_S77:						;459A
	DW L2_S77_P1				;Crocomire death in lava
	DW L2_S77_P2

L2_S77_P1:
	DB $25, $D0, $0A, $A7, $15
	DB $25, $D0, $0A, $A3, $20
	DB $25, $D0, $0A, $A2, $63
	DB $25, $00, $0A, $A2, $09
	DB $25, $D0, $0A, $A2, $60
	DB $25, $00, $0A, $A2, $09
	DB $25, $D0, $0A, $A2, $60
	DB $25, $00, $0A, $A2, $09
	DB $25, $D0, $0A, $A3, $20
	DB $25, $D0, $0A, $A2, $33
	DB $FF
L2_S77_P2:
	DB $26, $D0, $0A, $A6, $0D
	DB $26, $D0, $0A, $A6, $0D
	DB $26, $D0, $0A, $A5, $0D
	DB $26, $D0, $0A, $A4, $0D
	DB $26, $D0, $0A, $A7, $0D
	DB $26, $D0, $0A, $A2, $0D
	DB $26, $00, $0A, $AA, $7B
	DB $26, $00, $0A, $AA, $90
	DB $26, $D0, $0A, $A7, $0D
	DB $26, $D0, $0A, $A6, $0D
	DB $26, $D0, $0A, $A5, $0D
	DB $26, $D0, $0A, $A4, $0D
	DB $26, $D0, $0A, $A3, $0D
	DB $26, $D0, $0A, $A2, $0D
	DB $FF


L2_S78:						;4618
	DW L2_S78_P1				;THE BABY feeding off MB
	DW L2_S78_P2

L2_S78_P1:
	DB $24, $A0, $0A, $9C, $20
	DB $FF
L2_S78_P2:
	DB $24, $00, $0A, $9D, $05
	DB $24, $80, $0A, $95, $40
	DB $FF


L2_S79:						;462D
	DW L2_S79_P1				;phant death
	DW L2_S79_P2

L2_S79_P1:
	DB $26, $D0, $0A, $95, $38
	DB $FF
L2_S79_P2:
	DB $26, $00, $0A, $95, $0A
	DB $26, $D0, $0A, $9C, $38
	DB $FF


L2_S7A:						;4642
	DW L2_S7A_P1				;more phant death
	DW L2_S7A_P2

L2_S7A_P1:
	DB $26, $D0, $0A, $8E, $40
	DB $FF
L2_S7A_P2:
	DB $26, $00, $0A, $8E, $0A
	DB $26, $D0, $0A, $99, $40
	DB $FF


L2_S7B:						;4657
	DW L2_S7B_P1				;moar phant death
	DW L2_S7B_P2

L2_S7B_P1:
	DB $26, $D0, $0A, $9E, $3D
	DB $FF
L2_S7B_P2:
	DB $26, $00, $0A, $9E, $0A
	DB $26, $D0, $0A, $9D, $3D
	DB $FF


L2_S7C:						;466C
	DW L2_S7C+2				;Botwoon bark
	DB $24, $90, $0A, $94, $1A
	DB $24, $30, $0A, $94, $10
	DB $FF


L2_S7D:						;4679
	DW L2_S7D+2				;sad metroid
	DB $22, $D0, $0A, $88, $90
	DB $22, $D0, $0A, $8E, $37
	DB $FF


L2_S7E:						;4686
	DW L2_S7E+2				;MB roar
	DB $25, $D0, $0A, $87, $C0
	DB $FF


L2_S7F:						;468E
	DW L2_S7F_P1				;MB charging laser
	DW L2_S7F_P2

L2_S7F_P1:
	DB $FE, $00
	DB $24, $D0, $0A, $84, $0D
	DB $24, $D0, $0A, $85, $0D
	DB $24, $D0, $0A, $87, $0D
	DB $24, $D0, $0A, $89, $0D
	DB $24, $D0, $0A, $8B, $0D
	DB $24, $D0, $0A, $8C, $0D
	DB $24, $D0, $0A, $8E, $0D
	DB $24, $D0, $0A, $90, $0D
	DB $24, $D0, $0A, $91, $0D
	DB $24, $D0, $0A, $93, $0D
	DB $FB
	DB $FF
L2_S7F_P2:					;Dear Nintendo
	DB $24, $00, $0A, $80, $04		;You could've saved 54 bytes
	DB $FE, $00				;By making this section P1
	DB $24, $D0, $0A, $84, $0D		;And just having P2 point to
	DB $24, $D0, $0A, $85, $0D		;after the first 5 bytes
	DB $24, $D0, $0A, $87, $0D		;of P1
	DB $24, $D0, $0A, $89, $0D		;love
	DB $24, $D0, $0A, $8B, $0D		;DSO
	DB $24, $D0, $0A, $8C, $0D
	DB $24, $D0, $0A, $8E, $0D
	DB $24, $D0, $0A, $90, $0D
	DB $24, $D0, $0A, $91, $0D
	DB $24, $D0, $0A, $93, $0D
	DB $FB
	DB $FF

}







;Library 3:

{
; ED 4E 	01
; F5 4E 	02
; 00 4F 	03
; 4B 4F 	04
; 5B 4F 	05
; 6B 4F 	06
; 73 4F 	07
; 89 4F 	08
; 9F 4F 	09
; B6 4F 	0A
; E1 4F 	0B
; F7 4F 	0C
; FF 4F 	0D
; 0C 50 	0E
; 47 50 	0F
; A8 50 	10
; C4 50 	11
; D1 50 	12
; D4 50 	13
; F0 50 	14
; 1A 51 	15
; 30 51 	16
; 42 51 	17
; 75 51 	18
; 78 51 	19
; 88 51 	1A
; 8B 51 	1B
; B9 51 	1C
; C1 51 	1D
; D4 51 	1E
; F0 51 	1F
; FD 51 	20
; 00 52 	21
; 08 52 	22
; 29 52 	23
; 31 52 	24
; 39 52 	25
; 41 52 	26
; 4E 52 	27
; 56 52 	28
; 77 52 	29
; 93 52 	2A
; A5 52 	2B
; B0 52 	2C
; C6 52 	2D
; F1 52 	2E
; 0B 53 	2F
}

{
org $CFBA97


base $004E8F	;start of library 3


	DW L3_S01, L3_S02, L3_S03, L3_S04, L3_S05, L3_S06, L3_S07, L3_S08, L3_S09, L3_S0A, L3_S0B, L3_S0C, L3_S0D, L3_S0E, L3_S0F
DW L3_S10, L3_S11, L3_S12, L3_S13, L3_S14, L3_S15, L3_S16, L3_S17, L3_S18, L3_S19, L3_S1A, L3_S1B, L3_S1C, L3_S1D, L3_S1E, L3_S1F
DW L3_S20, L3_S21, L3_S22, L3_S23, L3_S24, L3_S25, L3_S26, L3_S27, L3_S28, L3_S29, L3_S2A, L3_S2B, L3_S2C, L3_S2D, L3_S2E, L3_S2F


L3_S01:						;Clear sounds
	DW L3_S01+2				;4EED
	DB $11, $00, $0A, $BC, $03
	DB $FF

L3_S02:						;Health alarm
	DW L3_S02+2				;4EF5
	DB $FE, $00
	DB $15, $90, $0A, $BC, $F0
	DB $FB
	DB $FF

L3_S03:						;4F00
	DW L3_S03+2				;Speedrun
	DB $F5, $E0, $C7
	DB $05, $60, $0A, $98, $12
	DB $F5, $E0, $C7
	DB $05, $70, $0A, $A4, $11
	DB $F5, $E0, $C7
	DB $05, $80, $0A, $B0, $10
	DB $F5, $E0, $C7
	DB $05, $80, $0A, $B4, $08
	DB $F5, $E0, $C7
	DB $05, $80, $0A, $B9, $07
	DB $F5, $E0, $C7
	DB $05, $80, $0A, $BC, $06
	DB $F5, $E0, $C1
	DB $05, $80, $0A, $BC, $06
	DB $F5, $E0, $C7
	DB $05, $80, $0A, $C5, $06
	DB $FE, $00
	DB $05, $60, $0A, $C7, $10
	DB $FB
	DB $FF



L3_S04:						;4F4B
	DW L3_S04_P1				;Loud jump land
	DW L3_S04_P2
L3_S04_P1:
	DB $03, $90, $0A, $80, $03
	DB $FF
L3_S04_P2:
	DB $03, $A0, $0A, $84, $05
	DB $FF


L3_S05:						;4F5B
	DW L3_S05_P1					;Soft jump land
	DW L3_S05_P2
L3_S05_P1:
	DB $03, $40, $0A, $80, $03
	DB $FF
L3_S05_P2:
	DB $03, $50, $0A, $84, $05
	DB $FF


L3_S06:						;4F6B
	DW L3_S06+2				;Footstep
	DB $09, $80, $0A, $82, $03
	DB $FF

L3_S07:						;4F73
	DW L3_S07_P1						;Opening door
	DW L3_S07_P2
L3_S07_P1:
	DB $F5, $F0, $A9
	DB $06, $80, $0A, $91, $18
	DB $FF
L3_S07_P2:
	DB $F5, $F0, $A8
	DB $02, $80, $0A, $90, $18
	DB $FF


L3_S08:						;4F89
	DW L3_S08_P1				;Closing door
	DW L3_S08_P2
L3_S08_P1:
	DB $F5, $F0, $89
	DB $06, $80, $0A, $A1, $15
	DB $FF
L3_S08_P2:
	DB $F5, $F0, $87
	DB $02, $80, $0A, $9F, $15
	DB $FF



L3_S09:						;4F9F
	DW L3_S09+2				;Hit red door with missile
	DB $02, $B0, $0A, $8C, $03
	DB $02, $D0, $0A, $90, $03
	DB $02, $D0, $0A, $8C, $03
	DB $02, $D0, $0A, $90, $03
	DB $FF



L3_S0A:						;4FB6
	DW L3_S0A+2				;Enemy froze
	DB $0D, $70, $0C, $A3, $01
	DB $0D, $80, $0C, $A1, $01
	DB $0D, $80, $0C, $9F, $02
	DB $0D, $80, $0C, $9D, $02
	DB $0D, $70, $0C, $9C, $02
	DB $0D, $50, $0C, $9A, $01
	DB $0D, $60, $0C, $97, $01
	DB $0D, $60, $0C, $98, $03
	DB $FF


L3_S0B:						;4FE1
	DW L3_S0B_P1				;Moving elevator
	DW L3_S0B_P2

L3_S0B_P1:
	DB $FE, $00
	DB $0B, $90, $0A, $80, $70
	DB $FB
	DB $FF
L3_S0B_P2:
	DB $FE, $00
	DB $06, $40, $0A, $98, $13
	DB $FB
	DB $FF



L3_S0C:						;4FF7
	DW L3_S0C+2				;Shinespark stored
	DB $05, $A0, $0A, $C7, $B0
	DB $FF


L3_S0D:						;4FFF
	DW L3_S0D+2				;Typewriter
	DB $03, $50, $0A, $98, $02
	DB $03, $50, $0A, $98, $02
	DB $FF


L3_S0E:						;500C
	DW L3_S03_P1				;Moving gate
	DW L3_S03_P2
L3_S03_P1:
	DB $03, $50, $0C, $85, $05
	DB $03, $50, $0C, $85, $05
	DB $03, $50, $0C, $85, $05
	DB $03, $50, $0C, $85, $05
	DB $03, $50, $0C, $85, $05
	DB $03, $50, $0C, $85, $05
	DB $03, $50, $0C, $85, $05
	DB $03, $50, $0C, $85, $05
	DB $03, $50, $0C, $85, $05
	DB $FF
L3_S03_P2:
	DB $F5, $60, $A9
	DB $06, $90, $0A, $91, $20
	DB $FF



L3_S0F:						;5047
	DW L3_S0F_P1				;Shinespark activated
	DW L3_S0F_P2
L3_S0F_P1:
	DB $01, $00, $0A, $90, $0C
	DB $01, $D0, $0A, $91, $0C
	DB $01, $D0, $0A, $93, $0C
	DB $01, $D0, $0A, $95, $0A
	DB $01, $D0, $0A, $95, $0A
	DB $01, $D0, $0A, $97, $08
	DB $01, $D0, $0A, $97, $08
	DB $01, $D0, $0A, $98, $06
	DB $01, $D0, $0A, $98, $06
	DB $01, $D0, $0A, $9A, $04
	DB $01, $D0, $0A, $9A, $04
	DB $FF
L3_S0F_P2:
	DB $F5, $90, $C7
	DB $05, $C0, $0A, $98, $10
	DB $F5, $F0, $C7
	DB $05, $C0, $0A, $F6, $30
	DB $05, $C0, $0A, $C1, $03
	DB $05, $C0, $0A, $C3, $03
	DB $05, $C0, $0A, $C5, $03
	DB $05, $C0, $0A, $C7, $03
	DB $FF



L3_S10:						;50A8
	DW L3_S10+2				;Similar to bomb
	DB $08, $D0, $0A, $98, $03
	DB $08, $D0, $0A, $95, $03
	DB $08, $D0, $0A, $9A, $03
	DB $08, $D0, $0A, $8C, $03
	DB $08, $D0, $0A, $8C, $15
	DB $FF



L3_S11:						;50C4
	DW L3_S11+2				;Like block breaking
	DB $08, $D0, $0A, $8C, $03
	DB $08, $D0, $0A, $8C, $15
	DB $FF




L3_S12:						;50D1
	DW L3_S12+2				;clear sounds?
	DB $FF


L3_S13:						;50D4
	DW L3_S13+2				;bomb explode
	DB $08, $D0, $0A, $98, $03
	DB $08, $D0, $0A, $95, $03
	DB $08, $D0, $0A, $9A, $03
	DB $08, $D0, $0A, $8C, $03
	DB $08, $D0, $0A, $8C, $25
	DB $FF


L3_S14:						;50F0
	DW L3_S14_P1				;ship door open
	DW L3_S14_P2
L3_S14_P1:
	DB $06, $00, $0A, $91, $23
	DB $06, $A0, $0A, $91, $18
	DB $F5, $F0, $A9
	DB $06, $A0, $0A, $91, $18
	DB $FF
L3_S14_P2:
	DB $02, $00, $0A, $90, $23
	DB $02, $20, $0A, $90, $18
	DB $F5, $F0, $A8
	DB $02, $20, $0A, $90, $18
	DB $FF



L3_S15:						;511A
	DW L3_S15_P1				;ship door close
	DW L3_S15_P2
L3_S15_P1:
	DB $F5, $F0, $89
	DB $06, $80, $0A, $A1, $15
	DB $FF
L3_S15_P2:
	DB $F5, $F0, $87
	DB $02, $10, $0A, $9F, $15
	DB $FF



L3_S16:						;5130
	DW L3_S16+2				;block break > explosion
	DB $08, $D0, $0A, $A3, $03
	DB $08, $D0, $0A, $8E, $03
	DB $08, $D0, $0A, $8E, $25
	DB $FF


L3_S17:						;5142
	DW L3_S17+2				;space pirate beam like
	DB $F5, $F0, $C3
	DB $0B, $90, $0A, $A6, $03
	DB $F5, $F0, $C3
	DB $0B, $90, $0A, $A6, $03
	DB $F5, $F0, $C3
	DB $0B, $90, $0A, $A6, $03
	DB $F5, $F0, $C3
	DB $0B, $90, $0A, $A6, $03
	DB $F5, $F0, $C3
	DB $0B, $90, $0A, $A6, $03
	DB $F5, $F0, $C3
	DB $0B, $90, $0A, $A6, $03
	DB $FF


L3_S18:						;5175
	DW L3_S18+2				;nothing
	DB $FF


L3_S19:						;5178
	DW L3_S19_P1				;'grandfather clock'
	DW L3_S19_P2
L3_S19_P1:
	DB $25, $D0, $0A, $93, $26
	DB $FF
L3_S19_P2:
	DB $25, $A0, $0A, $8C, $3B
	DB $FF


L3_S1A:						;5188
	DW L3_S1A+2				;nothing?
	DB $FF
L3_S1B:						;518B
	DW L3_S1B_P1				;grandfather clock, random notes?
	DW L3_S1B_P2
L3_S1B_P1:
	DB $25, $D0, $0A, $8E, $30
	DB $25, $D0, $0A, $8E, $30
	DB $25, $D0, $0A, $8E, $40
	DB $FF
L3_S1B_P2:
	DB $25, $00, $0A, $A6, $0C
	DB $25, $80, $0A, $98, $30
	DB $25, $80, $0A, $98, $30
	DB $25, $80, $0A, $9A, $10
	DB $25, $80, $0A, $98, $40
	DB $FF

L3_S1C:						;51B9
	DW L3_S1C+2				;Similar to normal beam, boss spawned projectile?
	DB $00, $D0, $0A, $9C, $20
	DB $FF


L3_S1D:						;51C1
	DW L3_S1D+2				;phantoon spawning fire?
	DB $F5, $F0, $B5
	DB $09, $D0, $0A, $93, $08
	DB $F5, $F0, $B5
	DB $09, $D0, $0A, $93, $08
	DB $FF



L3_S1E:						;51D4
	DW L3_S1E+2				;another bomb explode
	DB $08, $D0, $0A, $98, $03
	DB $08, $D0, $0A, $95, $03
	DB $08, $D0, $0A, $9A, $03
	DB $08, $D0, $0A, $8C, $03
	DB $08, $D0, $0A, $8C, $25
	DB $FF



L3_S1F:						;51F0
	DW L3_S1F+2				;lower pitched super missile firing, shorter, GT?
	DB $00, $D0, $0A, $90, $08
	DB $01, $D0, $0A, $8C, $20
	DB $FF


L3_S20:						;51FD
	DW L3_S20+2				;nothing?
	DB $FF

L3_S21:						;5200
	DW L3_S21+2				;file select noise?
	DB $07, $D0, $0A, $C7, $10
	DB $FF


L3_S22:						;5208
	DW L3_S22+2				;3 step+bubbles?
	DB $09, $B0, $0A, $8C, $05
	DB $0E, $B0, $0A, $91, $05
	DB $09, $B0, $0A, $8C, $05
	DB $0E, $B0, $0A, $91, $05
	DB $09, $B0, $0A, $8C, $05
	DB $0E, $B0, $0A, $91, $05
	DB $FF



L3_S23:						;5229
	DW L3_S23+2				;quiet grandfather clock/most likely needs boss BGM for proper brr sample?
	DB $25, $20, $0A, $95, $40
	DB $FF


L3_S24:						;5231
	DW L3_S24+2				;quiet grandfather clock again
	DB $24, $20, $0A, $95, $40
	DB $FF

L3_S25:						;5239
	DW L3_S25+2				;nothing?
	DB $07, $00, $0A, $C7, $03
	DB $FF


L3_S26:						;5241
	DW L3_S26+2				;quiet grandfather clock double hit
	DB $25, $20, $0A, $92, $09
	DB $25, $30, $0A, $92, $40
	DB $FF


L3_S27:						;524E
	DW L3_S27+2				;quiet lower pitch grandfather clock
	DB $25, $30, $0A, $91, $40
	DB $FF



L3_S28:						;5256
	DW L3_S28+2				;6 rapid beam shot sounds?
	DB $00, $D0, $0A, $91, $08
	DB $00, $D0, $0A, $91, $08
	DB $00, $D0, $0A, $91, $08
	DB $00, $D0, $0A, $91, $08
	DB $00, $D0, $0A, $91, $08
	DB $00, $D0, $0A, $91, $08
	DB $FF



L3_S29:						;5277
	DW L3_S29+2				;5 even more rapid beam shot sounds?
	DB $00, $D0, $0A, $91, $06
	DB $00, $D0, $0A, $91, $06
	DB $00, $D0, $0A, $91, $06
	DB $00, $D0, $0A, $91, $06
	DB $00, $D0, $0A, $91, $06
	DB $FF


L3_S2A:						;5293
	DW L3_S2A+2				;pause menu always beeping sound
	DB $0B, $20, $0A, $C7, $03
	DB $0B, $20, $0A, $C7, $03
	DB $0B, $10, $0A, $C7, $03
	DB $FF


L3_S2B:						;52A5
	DW L3_S2B+2				;infinite charged shinespark sound
	DB $FE, $00
	DB $05, $60, $0A, $C7, $10
	DB $FB
	DB $FF


L3_S2C:						;52B0
	DW L3_S2C_P1				;Ceres door opening
	DW L3_S2C_P2
L3_S2C_P1:
	DB $F5, $F0, $A9
	DB $06, $70, $0A, $91, $18
	DB $FF
L3_S2C_P2:
	DB $F5, $F0, $A4
	DB $06, $70, $0A, $8C, $18
	DB $FF


L3_S2D:						;52C6
	DW L3_S2D+2				;very similar to ammo pickup but quicker (heat damage?)
	DB $06, $70, $0A, $A8, $01
	DB $06, $00, $0A, $A8, $01
	DB $06, $70, $0A, $A8, $01
	DB $06, $00, $0A, $A8, $01
	DB $06, $70, $0A, $A8, $01
	DB $06, $00, $0A, $A8, $01
	DB $06, $70, $0A, $A8, $01
	DB $06, $00, $0A, $A8, $01
	DB $FF

L3_S2E:						;52F1
	DW L3_S2E_P1				;bomb and descending grandfather clock noise?
	DW L3_S2E_P2
L3_S2E_P1:
	DB $08, $D0, $0A, $94, $59
	DB $FF
L3_S2E_P2:
	DB $25, $D0, $0A, $98, $10
	DB $25, $D0, $0A, $93, $16
	DB $25, $90, $0A, $8F, $15
	DB $FF


L3_S2F:						;530B
	DW L3_S2F+2				;nothing?
	DB $FF


}