K3 en het Ijsprinsesje is a Dutch Nintendo DS game based on the 2006 movie of the same name. The game consists of 7 minigames starring the best Flemish girl group to ever exist. It is the first K3 DS game.
Unused Graphics#
File intro_top.NCGR in the backgrounds directory contains the game's logo with additional text, including a date from well before release (2 September 2007), the title, and "Minigame Sessie 1" ("Minigame Session 1"). This was likely used during early playtesting.
In the sprites directory is an unused Touch the screen to continue screen for the intro sequence, intro_bottom_1.NCBR. The game is fully in Dutch, and a translated version of this screen does not exist. Instead, the intro sequence goes through the game's logos and then immediately lands on the play screen.
In that same folder are files menu_1.NCBR and menu_2.NCBR, an internal list of the minigames in the game. These screens are not used in the final game.
Internal Engine Text#
Found in arm9.bin are numerous references to an internal 'AwesomE Nintendo DS Game Engine'. These include boot and debug messages for initializing hardware, loading files, and error handling.
*ENGINE: The gamecard is removed! Cannot continue. Please don't do this!
*ENGINE: Booting the AwesomE Nintendo DS Game Engine...
*ENGINE: Initializing Nintendo DS Operating System… [done]
*ENGINE: Initializing Fixed Point Decimal API's... [done]
*ENGINE: Initializing all Graphic Registers (not 3D)... [done]
*ENGINE: Disabling the screens and setting up LCDs... [done]
*ENGINE: Setting the (sub)screen brightness to std... [done]
*ENGINE: Setting up Interrupt Handling and IRQMask... [done]
*ENGINE: Clearing the VRAM Memory banks... [done]
*ENGINE: Initializing 3D registers and settings... [done]
*ENGINE: Setting standard hardware BG palettes... [done]
*ENGINE: Allocating heapspace and setting up handle... [done]
*ENGINE: Initializing sound systems and sound heap... [done]
*ENGINE: Starting the filesystem and loading table... [done]
*ENGINE: Initializing 32 bit Random Generator... [done]
*ENGINE: Initializing the TaskManager... [done]
*ENGINE: Initialize 2D and 3D renderers... [done]
*ENGINE: Waiting for Interrupt and screen display... [done]
*ENGINE: Starting the TouchPad interface... [done]
*ENGINE: Adding standard tasks...
*ENGINE: The AwesomE Nintendo DS Game Engine is now ready…
Sound Developer Files#
Inside the sounds directory are several source-side audio project files (K3_audio.sarc, K3_audio.sbdl, K3_audio.sadl, k3_audio.h) that define how the game’s music and SFX were built for the SDAT audio container. These text files list the players, wave archives, instrument banks, and sequence sets.
The K3_audio.sarc file also preserves a developer header with a build date of January 24, 2008:
;==================================================================
; File: k3_audio.sarc
;
; Generator: cd Version 1.3.0.0
; User: StefanK
; Host: EXCALIBUR_NOTE
; Date: 2008-01-24T13:02:26
;==================================================================
@PLAYER
PLAYER_MENU = 0 : 15
PLAYER_DESIGN = 1 : 15
PLAYER_DIAMAND = 2 : 10
PLAYER_KIKKER = 3 : 10
PLAYER_NOTEN = 4 : 10
PLAYER_PUZZEL = 5 : 10
PLAYER_SNOEP = 6 : 10
PLAYER_COMMON = 7 : 10
PLAYER_PUZZEL_EXTRA = 8 : 10
@WAVEARC
@PATH "swls"
K3_MENU : AUTO, "MENU.swls", s
K3_DESIGN : AUTO, "DESIGN.swls", s
K3_DIAMAND : AUTO, "DIAMAND.swls", s
K3_KIKKER : AUTO, "KIKKER.swls", s
K3_NOTEN : AUTO, "NOTEN.swls", s
K3_PUZZEL : AUTO, "PUZZEL.swls", s
K3_SNOEP : AUTO, "SNOEP.swls", s
K3_COMMON : AUTO, "COMMON.swls", s
K3_PUZZEL_EXTRA : AUTO, "PUZZEL_EXTRA.swls", s
@BANK
@PATH "bnk"
MENU : TEXT, "MENU.bnk", K3_MENU
DESIGN : TEXT, "DESIGN.bnk", K3_DESIGN
DIAMAND : TEXT, "DIAMAND.bnk", K3_DIAMAND
KIKKER : TEXT, "KIKKER.bnk", K3_KIKKER
NOTEN : TEXT, "NOTEN.bnk", K3_NOTEN
PUZZEL : TEXT, "PUZZEL.bnk", K3_PUZZEL
SNOEP : TEXT, "SNOEP.bnk", K3_SNOEP
COMMON : TEXT, "COMMON.bnk", K3_COMMON
PUZZEL_EXTRA : TEXT, "PUZZEL_EXTRA.bnk", K3_PUZZEL_EXTRA
@SEQARC
@PATH "mus"
SEQ_MENU : TEXT, "SEQ_MENU.mus"
SEQ_DESIGN : TEXT, "SEQ_DESIGN.mus"
SEQ_DIAMAND : TEXT, "SEQ_DIAMAND.mus"
SEQ_KIKKER : TEXT, "SEQ_KIKKER.mus"
SEQ_NOTEN : TEXT, "SEQ_NOTEN.mus"
SEQ_PUZZEL : TEXT, "SEQ_PUZZEL.mus"
SEQ_SNOEP : TEXT, "SEQ_SNOEP.mus"
SEQ_COMMON : TEXT, "SEQ_COMMON.mus"
SEQ_PUZZEL_EXTRA : TEXT, "SEQ_PUZZEL_EXTRA.mus"