Paper Mario (c) 2000 Nintendo & Intelligent Systems more corrections: found other form of "Go! Mario! Go!", identified s77 (previously unknown), thanks to Zerodius for pointing these out ----- more notes: incremented the s## track numbers of the tracks that are after toad town by 9, added the 9 variations of toad town as s05-s13 ----- v1.3 Update Tagged by Wedge009 2005-09-17 More corrections: corrected some tags and put "Master Battle" later in the list, since you cannot challenge him until you have found the first Star Spirit. minor corrections (Bloober->Blooper, longer fade-free timing on 1-01a, added Taishi Senda as artist) by hcs ---***--- Paper Mario v1.2 Update Tagged by Wedge009 2005-09-16 Thanks to my brother, I made some corrections to the non-GMS tracks: * Starman??? -> Pleasant Path HP * Hemmingway -> Herringway * Named the grateful flowers ---***--- Paper Mario Tagged by Wedge009 2005-09-15 NOTE: These tags are based on the second rip by hcs, using the file PM.usflib, NOT PaperM.usflib. Track titles, ordering and timing are based on the Paper Mario Game Music Soundtrack, where possible. Other tracks are timed to loop twice, then fade. Only "Toad Town Variations" (CD1 Track 22) is missing from the Game Music Soundtrack - it is composed of "Toad Town" interleaved with various themes. These themes were not present in the rip - I presume they are stored as a single sound sample or some such. Credit goes to Maxwill for certain track names, as indicated in the comments. Wedge009 (wedge009 {at} iprimus {dot} com {dot} au) --- Ripper's Notes --- Paper Mario rip 9/8/05,9/13/05 by hcs (now with all sections of all songs, and probably hundreds of dupes) errors: track 0x47 on section 2 crashes shortly into the song, thus no rip Tech notes: Song Select 0x80053CF8 section within a song specified at 0x80159af0+0x14 Song # actually specified to engine by 0x8014A7E0 (called from 0x8014A918), a1=song #, a2=section #, a0=playing or not? There's code in 8004D7E0 that forces the section number to be < 4 (set to 0 if >= 4) Sequences are in "BGM" format, they're in the ROM with the header B,G,M,0x20. WinHex counts 143 such headers. So there are probably only 143 valid songs out of the 152 I ripped. That would explain exactly why that one track was repeated 9 times, I ripped 9 more tracks than actually existed, so my theory about it being used to fill space was correct. Sequence bank starts at 0xf00000. S,B,N,0x20. At 0xf007a0 is the string "20001104163016", so the bank may have been compiled November 4, 2000 at 4:30:16 PM. Certainly looks like a timestamp. At what looks like the end of the sequence bank is S,E,F,0x20. My guess is "Sound EFfects". Sequences occupy 698 KB!