User:Scrooge200/Sandbox

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MUSIC BREAKDOWN:

List of Paper Mario enemy formations List of Paper Mario: The Thousand-Year Door enemy formations


OTHER TOK STUFF TO DO: -add species appearances based on Shy Guys Finish Last, the airship scene, and the ending -screenshots after blue streamer -look for more missing objects and MOBJs... I think the lockers, spike balls could be added, the sliding doors in Shogun Studios, maybe some more


BESTIARY WEAKNESSES AND RESISTANCES:

  • Goomba, Paragoomba, Bone Goomba, Galoomba, Shy Guy, Black Shy Guy, Fly Guy, Snifit, Paratroopa: no special weaknesses/resistances
  • Shoe Goomba: nullifies damage to Jump
  • Koopa Troopa: Jumps insta-kill and launch when in the shell
  • Buzzy Beetle and Spike Top: default and flipped over: nullifies damage from Fire, 3/4th damage from Fire Vellumental. In shell: Jump insta-kills, still nullifies Fire. Ice, Earth Vellumental, and Water Vellumental do default damage. Hammer, Hurlhammer, POW, Earth, Water, Fire Vellumental, Ice Vellumental, and everything else all do half damage.

Has Pages

  • Red Streamer Battle
    • Red Streamer Battle - Thinking
    • Vellumental Area Battle
    • Vellumental Area Battle - Thinking
    • Autumn Mountain Battle
    • Autumn Mountain Battle - Thinking
    • Blue Streamer Battle
    • Blue Streamer Battle - Thinking
    • Yellow Streamer Battle
    • Yellow Streamer Battle - Thinking
    • Purple Streamer Battle
    • Purple Streamer Battle - Thinking
    • Unsettling Area Battle
    • Unsettling Area Battle - Thinking
    • Green Streamer Battle
    • Green Streamer Battle - Thinking
  • Peach's Castle
  • Peach's Castle - Underground
  • Toad's BBQ Foodeatery
  • Graffiti Underground
  • Offering Box
  • Happy & Sappy
  • Jungle King Mask
  • Tranquil Pipes Teahouse
  • Shogun Studios
  • Paper Macho Soccer
  • Boot Car - Superboost
  • My Heart's a-Burnin'
  • Shroom City
  • Snif City
  • Snif City Royal Hotel
  • Hotel Mural
  • Snif City Royal Hotel - Pool
  • Heartbeat Skipper
  • Deep, Deep Vibes
  • M-A-X Power!
  • Thrills at Night
  • Club Island - Feelin' Fungi
  • Spade Island
  • Boss Fight
  • Boss Fight - Thinking
  • Super Star
  • The Princess Peach - Restoration Party
  • Meet Kamek
  • Enter Bowser Jr.
  • Folded Soldier Banquet

Group up tracks that are arrangements and identify leitmotifs


  • Olivia's First Appearance
    • Sad Olivia
  • Olivia Having Fun
    • Olivia's Plea
    • Olivia's Last Bench (it has a bit of one of Olivia's themes, I think this one?)
  • Folded Soldier's First Appearance
  • Whispering Woods
  • Whispering Woods - Whispers
  • Ol' Grandsappy's Cry for Help
  • Sweet Sap Loggins Theme
  • Olivia's Bench
  • Earth Vellumental Temple
  • A Giant Shell Falls
  • Dance It Out
  • Overlook Tower under Fire
  • Overlook Tower
  • Toad Town in Trouble
  • The Ruins of Peach's Castle
  • Paper Macho Soldier on Patrol
  • Toad Town Ghost Town
    • Toad Town - Red Streamer Removal
    • Toad Town - Blue Streamer Removal
    • Toad Town - Yellow Streamer Removal
    • Toad Town - Purple Streamer Removal
    • Toad Town - Green Streamer Removal
    • Toad Town Port
    • Musée Champignon
  • Battle Lab
  • Picnic Road
    • Picnic Road Shop
  • Overlook Mountain
    • Overlook Mountain Occupied
  • Panic at Overlook Tower
  • Missile Launch
  • Monty Mole's Shop
  • Fossilized Dry Bones
  • Vellumental Battle
    • Vellumental Battle - Thinking
    • The Mystery of the Magic Circle
    • Same jingle plays when you collect a Bibliofold
  • Event Battle
  • Event Battle - Thinking
  • The Missile Maestro
  • The Missile Maestro - Thinking
  • Bob-omb Enters
    • Sleeping Bob-omb
    • Bob-omb's Encouragement
    • Same jingle plays when Bob-omb picks up the box on the Princess Peach
  • Chestnut Valley
    • SMB3 jumpscare
  • Water Vellumental Shrine
  • Eddy River
    • The End of Eddy River
  • House of Tricky Ninjas
    • House of Tricky Ninjas Cleared
  • Autumn Mountain
  • Exploring Shogun Studios
  • Shogun Studios Entrance
  • Exploring Autumn Mountain
  • Go with the Flow
  • Shogun Studios Deserted
  • Shuriken Dojo
  • Goomba Mask
  • Space Warrior Mask
  • Shogun Studios Parade
  • Big Sho' Theater
  • Western Showdown - Enemy Enters
  • Western Showdown - Mario Enters
  • The Western Begins
  • The Western Ends
  • Enter Birdo
  • Stage Play - Mario Enters
  • Stage Play - Koopa Troopa Theme
  • Stage Play - Koopa Troopa Boss
  • Swan Lake - Punk Remix
  • Big Sho' Theater - Cast Introductions
  • The Elastic Entertainer Enters
  • Tragedy of the Elastic Entertainer
  • The Elastic Entertainer
  • The Elastic Entertainer - Thinking
  • Breezy Tunnel
  • Fire Vellumental Cave
  • Bucket Panic!
  • Sweetpaper Valley
    • Bob-omb's Determination
  • Bob-omb's Memories (think this is original but it uses a little bit from "Sad Olivia" near the loop point)
  • Scorching Sandpaper Desert
  • Mega Paper Macho Pokey
  • Temple of Shrooms
  • Dread in the Temple of Shrooms 1
  • Dread in the Temple of Shrooms 2
  • Exploring the Temple of Shrooms
  • Paper Macho Mummy Goomba
  • Temple of Shrooms Disco
  • Disco Devil
  • Disco Devil - Thinking
  • The Great Sea
  • Exploring the Great Sea
  • Bonehead Island
  • Giant Fan of Bonehead Island
  • Crescent Moon Island
  • Hammer Island
  • Club Island
  • Heart Island
  • ? Island - Stone Spike on the Hill
  • Scuffle Island
  • Origami Workshop
  • The Fold of Life
  • Diamond Island
  • Diamond Island - Hall of Trials
  • Trial of Wisdom
  • Trial of Wisdom - Final Question
  • Trial of Power
  • The Princess Peach
  • The Princess Peach - Nobody's Home
  • The Princess Peach - Drenched in Ink
  • The Princess Peach - Stolen Box!
  • Paper Macho Gooper Blooper
  • Ice Vellumental Mountain
  • Ice Vellumental Mountain - Rolling Snowball
  • Ice Slider
  • Sea Tower - 1st Floor
    • Sea Tower - 2nd Floor
  • Sea Tower - Earth Vellumental Area
  • Sea Tower - Water Vellumental Area
  • Sea Tower - Fire Vellumental Area
  • Sea Tower - Ice Vellumental Area
    • (think these incorporate bits of the dungeon themes)
  • The Shifty Sticker
  • The Shifty Sticker - Thinking
  • Entering Shangri-Spa
  • Shangri-Spa
  • Kamek's Memories
  • Kamek Rebuked
  • Sumo Bro Enters
  • Welcome to Shangri-Spa!
  • Hurry to the Spring of Purification!
  • Exploring Shangri-Spa
  • Minions Assemble!
  • Spring of Rainbows Path
    • Crossing the Cliff (I think?)
  • Shy Guys Finish Last
  • Tell 'Em How It Works
  • Today's Contestant
  • Try the Sudden Death Round
  • Ring Scramble
  • Race 'n' Place
  • Ninji Skills
  • Bath Math
  • Sudden Death
  • Spring of Jungle Mist
  • Paper Macho Chain Chomp
  • Princess Unleashed
  • Bowser's Castle
  • Beware the Handaconda
  • Paper Mistake Buzzy Beetle
  • Bowser's Encouragement (has Bowser's leitmotif but not a full arrangement)
  • Nervous Olivia
  • Bowser's Airship Appears
  • Bowser's Airship - Locked and Loaded
    • Bowser's Airship - Launch
  • Dog-Eared Fight
  • Dog-Eared Fight - Boss Battle
  • Incoming!
    • some of these might be related?
  • Battle at Bowser's Castle
  • The Dual-Bladed Duelist
  • The Dual-Bladed Duelist - Thinking
  • Hotfoot Crater
  • Origami Castle
  • King Olly's Throne Room
  • Olivia Transforms - Final Battle
  • King Olly, Origami Overlord
  • The Fanged Fastener
  • The Fanged Fastener - Thinking
  • Battle with King Olly
  • Battle with King Olly - Thinking
  • King Olly and Mega Bowser
  • Mega Bowser on the Brink
  • King Olly on the Brink (uses the Bowser leitmotif)
  • Mega King Olly Transformation
  • Mega Bowser Transformation (uses the Bowser leitmotif)
  • Olivia's Plea
  • King Olly's Final Form
  • Olivia's Final Magic Circle (has a bit of the main theme?)
  • The Final Battle
  • 1,000-Fold Arms
  • King Olly Enters
  • Luigi Enters
  • Vellumental Enters
  • The Legion of Stationery Enters
  • Olivia Transforms
  • Streamer Removal
  • Peach's Castle Grand Opening
  • MAX Confetti Increased!
  • All Streamers Cleared
  • Sensor Lab
  • Toad Radar
  • Café
  • Heading to Peach's Castle with Luigi
  • Game Over
  • Ending
  • Staff Credits
  • Paper Mario: The Origami King

  • Peach's Castle
  • Peach's Castle - Underground
  • Graffiti Underground
  • Olivia's First Appearance
    • Sad Olivia
  • Folded Soldier's First Appearance
  • Whispering Woods
  • Whispering Woods - Whispers (arrangement of Whispering Woods?)
  • Ol' Grandsappy's Cry for Help (arrangement of Whispering Woods?)
  • Happy & Sappy
  • Sweet Sap Loggins Theme
  • Toad's BBQ Foodeatery
  • Paper Mario: The Origami King (theme)
    • Olivia's Bench
  • Earth Vellumental Temple
  • Offering Box
  • A Giant Shell Falls
  • Dance It Out
  • Overlook Tower under Fire
  • Overlook Tower


Bowser tracks have a leitmotif, there's also a few fanfares and jingles that use the Main Theme


The Fold of Life has the same descending motion as Bowser's Castle I think? The Final Battle too


TOK MISC RESEARCH

TOK Weapon Durability

Weapon durability works based on two values tracked uniquely for each weapon: the used endurance and the break rate. A weapon's used endurance increases by 10 every time it damages an enemy; for example, hitting 3 enemies at once with a hammer will increase it by 30. The break rate is either 3050, 5065, 10080, or 20090, chosen at random for any copy of any weapon.


50/1000, 100/1000, 150/1000 show used, 200/1000 onwards show the damaged icon. When does the weapon break, is that dependent on used endurance (usually it doesn't go above 200-300 in my experience) or the break rate factoring in?


  • Fishing spots and how they work needs more research, like what determines spawn rates for each fish?
  • want to look into SmallMsgParam to see who can talk, I think one of these speaker icons is unused
  • Anything related to chances or tables for the Pelmanism Leaf games?
  • What determines if you get the purple burst effect when cheering? Is it related to the amount of Toads, Fever, or Sleep?
  • What is DashAttack??
  • Mario has an attack for hitting Boss Sumo Bro with the 1000 Fold Arms, and there are a couple unused Sumo Bro battle layouts in btlBoard, so maybe one of those spawned an Arms Magic Circle? I tried loading and I got a softlock, and you can't just replace panels or put Boss Sumo Bro in another existing battle.
  • List of 8-bit sounds for the Retro Soundbox

WORLDWIDE #CHEERSMACK

The cheering mechanic is so baffling and underdocumented. I want to find out whatever I can.

  • CHEER_MOVE_RING_KINOPIO1: 12
  • CHEER_MOVE_RING_COIN1: 100
  • CHEER_MOVE_RING_KINOPIO2: 120
  • CHEER_MOVE_RING_COIN2: 500 (orange burst)
  • CHEER_MOVE_RING_KINOPIO3: 200
  • CHEER_MOVE_RING_COIN3: 999 (purple burst)

CHEER_ON_RING is pretty useless it's just how many Toads jump onto the rings once you reach that level

There are 10 levels of puzzle-solving. The first starts at 1 coin, the second start at 100 coins, the third starts at 200 coins, and so on until the ninth starts at 800 coins and the tenth is at 999 coins.

There is a Cheer Fever mechanic that the game never explains! The max Cheer Fever level is 200, the minimum is -100, and the normal level is 0.

  • +3 for solving a puzzle correctly
  • +2 for winning a battle
  • +1 for landing an Excellent action command
  • -1 for missing an action command
  • -5 for not solving a puzzle
  • -20 for fleeing from a battle

There are actually two "level" things that max out at 200: CHEER_MOVE_RING_KINOPIO3 and CHEER_HEAL_L_KINOPIO.

Guesses:

  • -PUZZLE levels probably control how smart the Toads' puzzle solving is and which moves they will make. There are also three CHEER_MOVE_RING_COIN variables: they will not move the ring when given less than 100 coins, will only move it once when given less than 500 coins.
  • -SUGORUKO is for boss fights and is probably similar. I think 0x1c affects the path highlighting and 0x34 is them making moves for you.
  • -The HEAL values seem to affect the chances/circumstances that they will throw a heart with 30 health, 50 health, or 100 health respectively.
  • -ITEM is the items they can throw, I imagine the values have something to do with how well you're doing and the situation they will throw the item.

I also noticed that there's a Cheer Counter that starts at 0 and has increments as its value increases, maxing out to 19 when its value is 340... there are around 416 hidden Toads in the game with some being multiple rescues at once, so maybe it has to do with that?

There's also a Cheer Sleep value that seems to increase as you add time or waste time on puzzles, so that could affect it too. I tested this at 0 and 999 and I have no idea what this does. Maybe it affects something like, how often you can get really good items?

CHEER_COUNTER_BASE_W1 and so on have 20 base, so maybe you only start getting (better?) items when the internal cheer fever thing goes up to 20?

Battles in certain streamer areas and boss battles have different item sets you can get, but I'm not sure what determines which item you get, or if you get one at all (it doesn't always happen). PUZZLE6 seems to be where they start throwing items. Some items are also listed as strings but have no corresponding powers-of-2 data, it seems?

Should try tanking my cheer fever to the lowest level and seeing if I can get items or anything good from cheers. If I still can then it's not a factor in this

SO RETRO

Since you can also only get this in Shangri-Spa, are there any obscure or unused interactions?

ELF DEFINITIONS

  • SE_8BIT_CMN_1up
  • SE_8BIT_CMN_Dokan
  • SE_8BIT_CMN_Dokan_Bump
  • SE_8BIT_CMN_Dokan_In
  • SE_8BIT_CMN_Dokan_Out
  • SE_8BIT_CMN_Enemy_Damage_FireBall
  • SE_8BIT_CMN_Enemy_Damage_IceBall
  • SE_8BIT_CMN_Enemy_Damage_Large_Hammer
  • SE_8BIT_CMN_Enemy_Damage_Large_Stamp
  • SE_8BIT_CMN_Enemy_Damage_Normal_Hammer
  • SE_8BIT_CMN_Enemy_Damage_Normal_Stamp
  • SE_8BIT_CMN_Enemy_Damage_Shell
  • SE_8BIT_CMN_Enemy_Damage_Shell_Hammer
  • SE_8BIT_CMN_Enemy_Damage_Shell_Stamp
  • SE_8BIT_CMN_Enemy_Damage_Small
  • SE_8BIT_CMN_Enemy_Damage_Small_Hammer
  • SE_8BIT_CMN_Enemy_Damage_Small_Stamp
  • SE_8BIT_CMN_Enemy_Damage_Tail
  • SE_8BIT_CMN_Item_Appear
  • SE_8BIT_EFF_BOSS_CMN_HAND_Strike
  • SE_8BIT_EFF_BOSS_Hand_Strike01
  • SE_8BIT_EFF_BOSS_Hand_Strike02
  • SE_8BIT_EFF_BOSS_Hand_Strike03
  • SE_8BIT_EFF_BOSS_Hand_Strike04
  • SE_8BIT_EFF_Hand_Strike01
  • SE_8BIT_EFF_Hand_Strike01_1
  • SE_8BIT_EFF_Hand_Strike01_2
  • SE_8BIT_EFF_Hand_Strike01_3
  • SE_8BIT_EFF_Hand_Strike02
  • SE_8BIT_EFF_Hand_Strike_KNP
  • SE_8BIT_EVT_W5C2_MAR_Escape
  • SE_8BIT_EVT_W5G1_MAR_BoilJump
  • SE_8BIT_Hariko_Break
  • SE_8BIT_Hariko_Damage_Paper
  • SE_8BIT_Hariko_Damage_Weakpoint
  • SE_8BIT_Hariko_NoDamage
  • SE_8BIT_ITEM_10000Coin_Get
  • SE_8BIT_ITEM_1000Coin_Get
  • SE_8BIT_ITEM_1000Coin_Get_Add
  • SE_8BIT_ITEM_100Coin_Get
  • SE_8BIT_ITEM_10Coin_Get
  • SE_8BIT_ITEM_Coin_Get
  • SE_8BIT_MAR_1UP
  • SE_8BIT_MAR_1UP_Use
  • SE_8BIT_MAR_BTL_Hammer_Hit
  • SE_8BIT_MAR_BTL_Stamp_Hit
  • SE_8BIT_MAR_BTL_Stamp_Kick
  • SE_8BIT_MAR_Ceiling_Hit
  • SE_8BIT_MAR_Confetti_Shot
  • SE_8BIT_MAR_Damage
  • SE_8BIT_MAR_Damage_Fire
  • SE_8BIT_MAR_Damage_Ice
  • SE_8BIT_MAR_Damage_Normal
  • SE_8BIT_MAR_Damage_Toge
  • SE_8BIT_MAR_FS
  • SE_8BIT_MAR_FSL_Ash
  • SE_8BIT_MAR_FSL_Brick
  • SE_8BIT_MAR_FSL_Cardboard
  • SE_8BIT_MAR_FSL_Cloth
  • SE_8BIT_MAR_FSL_ClothExtraThick
  • SE_8BIT_MAR_FSL_ClothExtraThickHard
  • SE_8BIT_MAR_FSL_ClothExtraThickHard_W0C1
  • SE_8BIT_MAR_FSL_ClothExtraThickHard_W5C3
  • SE_8BIT_MAR_FSL_ClothExtraThickHard_W6C2
  • SE_8BIT_MAR_FSL_ClothSoft
  • SE_8BIT_MAR_FSL_ClothThick
  • SE_8BIT_MAR_FSL_ClothThickHard
  • SE_8BIT_MAR_FSL_Concrete
  • SE_8BIT_MAR_FSL_GenericSoft
  • SE_8BIT_MAR_FSL_Glass
  • SE_8BIT_MAR_FSL_GlassBroken
  • SE_8BIT_MAR_FSL_Gold
  • SE_8BIT_MAR_FSL_Grass
  • SE_8BIT_MAR_FSL_Gravel
  • SE_8BIT_MAR_FSL_HighGrass
  • SE_8BIT_MAR_FSL_HighGrass2
  • SE_8BIT_MAR_FSL_Hole
  • SE_8BIT_MAR_FSL_Ice
  • SE_8BIT_MAR_FSL_IceNoSlip
  • SE_8BIT_MAR_FSL_JungleGrass
  • SE_8BIT_MAR_FSL_Leaf
  • SE_8BIT_MAR_FSL_LeafFallen
  • SE_8BIT_MAR_FSL_LeafFallenWater
  • SE_8BIT_MAR_FSL_MagicCircle
  • SE_8BIT_MAR_FSL_MagicCircleIce
  • SE_8BIT_MAR_FSL_MarioObject
  • SE_8BIT_MAR_FSL_Metal
  • SE_8BIT_MAR_FSL_MetalCan
  • SE_8BIT_MAR_FSL_MetalCanSmall
  • SE_8BIT_MAR_FSL_MetalFence
  • SE_8BIT_MAR_FSL_MetalHollow
  • SE_8BIT_MAR_FSL_MetalHollowBig
  • SE_8BIT_MAR_FSL_MetalHollowSmall
  • SE_8BIT_MAR_FSL_MetalPipe
  • SE_8BIT_MAR_FSL_MetalPipeBig
  • SE_8BIT_MAR_FSL_MetalPipeSmall
  • SE_8BIT_MAR_FSL_MetalPlate
  • SE_8BIT_MAR_FSL_Momiji
  • SE_8BIT_MAR_FSL_Mud
  • SE_8BIT_MAR_FSL_PampasGrass
  • SE_8BIT_MAR_FSL_Paper
  • SE_8BIT_MAR_FSL_PaperThick
  • SE_8BIT_MAR_FSL_Plain
  • SE_8BIT_MAR_FSL_Plastic
  • SE_8BIT_MAR_FSL_Pottery
  • SE_8BIT_MAR_FSL_PotteryBig
  • SE_8BIT_MAR_FSL_RealIce
  • SE_8BIT_MAR_FSL_RealSoil
  • SE_8BIT_MAR_FSL_RealWater
  • SE_8BIT_MAR_FSL_RoofingTile
  • SE_8BIT_MAR_FSL_RoofingTileWood
  • SE_8BIT_MAR_FSL_Rope
  • SE_8BIT_MAR_FSL_Rubber
  • SE_8BIT_MAR_FSL_Sand
  • SE_8BIT_MAR_FSL_Soil
  • SE_8BIT_MAR_FSL_SoilHard
  • SE_8BIT_MAR_FSL_SpecialUsage1_W2G1
  • SE_8BIT_MAR_FSL_SpecialUsage2_W2G2
  • SE_8BIT_MAR_FSL_SquidInk
  • SE_8BIT_MAR_FSL_Stone
  • SE_8BIT_MAR_FSL_StonePlate
  • SE_8BIT_MAR_FSL_StoneProcess
  • SE_8BIT_MAR_FSL_StoneRattle
  • SE_8BIT_MAR_FSL_Straw
  • SE_8BIT_MAR_FSL_SwitchFloorA_Wood
  • SE_8BIT_MAR_FSL_Tatami
  • SE_8BIT_MAR_FSL_Thorn
  • SE_8BIT_MAR_FSL_TreeBig
  • SE_8BIT_MAR_FSL_Turf
  • SE_8BIT_MAR_FSL_Vinyl
  • SE_8BIT_MAR_FSL_Water
  • SE_8BIT_MAR_FSL_WaterRunning
  • SE_8BIT_MAR_FSL_WaterShallow
  • SE_8BIT_MAR_FSL_WetLand
  • SE_8BIT_MAR_FSL_Wood
  • SE_8BIT_MAR_FSL_WoodPlate
  • SE_8BIT_MAR_FSL_WoodPlate_W2C4
  • SE_8BIT_MAR_FSL_WoodRattle
  • SE_8BIT_MAR_Fireball
  • SE_8BIT_MAR_Fireball_Stamp
  • SE_8BIT_MAR_Gold_Coin01
  • SE_8BIT_MAR_Gold_Coin02
  • SE_8BIT_MAR_Gold_Coin03
  • SE_8BIT_MAR_Gold_CoinAC
  • SE_8BIT_MAR_Hammer_Hit
  • SE_8BIT_MAR_Hammer_Hit_Ash
  • SE_8BIT_MAR_Hammer_Hit_AshA_L_SThick_MetalPlate
  • SE_8BIT_MAR_Hammer_Hit_AshA_L_Stick_MetalPlate
  • SE_8BIT_MAR_Hammer_Hit_AshA_R_SThick_MetalPlate
  • SE_8BIT_MAR_Hammer_Hit_AshA_R_Stick_MetalPlate
  • SE_8BIT_MAR_Hammer_Hit_Bamboo
  • SE_8BIT_MAR_Hammer_Hit_Brick
  • SE_8BIT_MAR_Hammer_Hit_CactusA_Tree
  • SE_8BIT_MAR_Hammer_Hit_CactusB_Tree
  • SE_8BIT_MAR_Hammer_Hit_CactusC_Tree
  • SE_8BIT_MAR_Hammer_Hit_CactusD_Tree
  • SE_8BIT_MAR_Hammer_Hit_CactusE_Tree
  • SE_8BIT_MAR_Hammer_Hit_CanA_MetalPlate
  • SE_8BIT_MAR_Hammer_Hit_CanB_MetalPlate
  • SE_8BIT_MAR_Hammer_Hit_CanC_MetalPlate
  • SE_8BIT_MAR_Hammer_Hit_CanStackA_MetalCanSmall
  • SE_8BIT_MAR_Hammer_Hit_CanStackB_MetalCanSmall
  • SE_8BIT_MAR_Hammer_Hit_Cardboard
  • SE_8BIT_MAR_Hammer_Hit_Cloth
  • SE_8BIT_MAR_Hammer_Hit_ClothExtraThick
  • SE_8BIT_MAR_Hammer_Hit_ClothExtraThickHard
  • SE_8BIT_MAR_Hammer_Hit_ClothExtraThickHard_W0C1
  • SE_8BIT_MAR_Hammer_Hit_ClothExtraThickHard_W5C3
  • SE_8BIT_MAR_Hammer_Hit_ClothExtraThickHard_W6C2
  • SE_8BIT_MAR_Hammer_Hit_ClothSoft
  • SE_8BIT_MAR_Hammer_Hit_ClothThick
  • SE_8BIT_MAR_Hammer_Hit_ClothThickHard
  • SE_8BIT_MAR_Hammer_Hit_Concrete
  • SE_8BIT_MAR_Hammer_Hit_CushionA_Red_ClothSoft
  • SE_8BIT_MAR_Hammer_Hit_CushionA_White_ClothSoft
  • SE_8BIT_MAR_Hammer_Hit_FallRockA_Plain
  • SE_8BIT_MAR_Hammer_Hit_FireBall
  • SE_8BIT_MAR_Hammer_Hit_GenericSoft
  • SE_8BIT_MAR_Hammer_Hit_Glass
  • SE_8BIT_MAR_Hammer_Hit_GlassBroken
  • SE_8BIT_MAR_Hammer_Hit_Gold
  • SE_8BIT_MAR_Hammer_Hit_Grass
  • SE_8BIT_MAR_Hammer_Hit_Gravel
  • SE_8BIT_MAR_Hammer_Hit_HighGrass
  • SE_8BIT_MAR_Hammer_Hit_HighGrass2
  • SE_8BIT_MAR_Hammer_Hit_Ice
  • SE_8BIT_MAR_Hammer_Hit_IceBall
  • SE_8BIT_MAR_Hammer_Hit_IceNoSlip
  • SE_8BIT_MAR_Hammer_Hit_JungleGrass
  • SE_8BIT_MAR_Hammer_Hit_Lava
  • SE_8BIT_MAR_Hammer_Hit_Leaf
  • SE_8BIT_MAR_Hammer_Hit_LeafFallen
  • SE_8BIT_MAR_Hammer_Hit_LeafFallenWater
  • SE_8BIT_MAR_Hammer_Hit_LockerA_Baggage_MetalPlate
  • SE_8BIT_MAR_Hammer_Hit_LockerA_Empty_MetalPlate
  • SE_8BIT_MAR_Hammer_Hit_MagicCircle
  • SE_8BIT_MAR_Hammer_Hit_MagicCircleIce
  • SE_8BIT_MAR_Hammer_Hit_MarioObject
  • SE_8BIT_MAR_Hammer_Hit_Metal
  • SE_8BIT_MAR_Hammer_Hit_MetalCan
  • SE_8BIT_MAR_Hammer_Hit_MetalCanSmall
  • SE_8BIT_MAR_Hammer_Hit_MetalChain
  • SE_8BIT_MAR_Hammer_Hit_MetalFence
  • SE_8BIT_MAR_Hammer_Hit_MetalHollow
  • SE_8BIT_MAR_Hammer_Hit_MetalHollowBig
  • SE_8BIT_MAR_Hammer_Hit_MetalHollowSmall
  • SE_8BIT_MAR_Hammer_Hit_MetalPipe
  • SE_8BIT_MAR_Hammer_Hit_MetalPipeBig
  • SE_8BIT_MAR_Hammer_Hit_MetalPipeSmall
  • SE_8BIT_MAR_Hammer_Hit_MetalPlate
  • SE_8BIT_MAR_Hammer_Hit_Momiji
  • SE_8BIT_MAR_Hammer_Hit_Mud
  • SE_8BIT_MAR_Hammer_Hit_Oil
  • SE_8BIT_MAR_Hammer_Hit_Origami
  • SE_8BIT_MAR_Hammer_Hit_PampasGrass
  • SE_8BIT_MAR_Hammer_Hit_Paper
  • SE_8BIT_MAR_Hammer_Hit_PaperTape
  • SE_8BIT_MAR_Hammer_Hit_PaperTapeLockA
  • SE_8BIT_MAR_Hammer_Hit_PaperTapeLockB
  • SE_8BIT_MAR_Hammer_Hit_PaperTapeLockC
  • SE_8BIT_MAR_Hammer_Hit_PaperThick
  • SE_8BIT_MAR_Hammer_Hit_Pera
  • SE_8BIT_MAR_Hammer_Hit_Plain
  • SE_8BIT_MAR_Hammer_Hit_Plastic
  • SE_8BIT_MAR_Hammer_Hit_Pottery
  • SE_8BIT_MAR_Hammer_Hit_PotteryBig
  • SE_8BIT_MAR_Hammer_Hit_RealIce
  • SE_8BIT_MAR_Hammer_Hit_RealSoil
  • SE_8BIT_MAR_Hammer_Hit_RealWater
  • SE_8BIT_MAR_Hammer_Hit_RoofingTile
  • SE_8BIT_MAR_Hammer_Hit_RoofingTileWood
  • SE_8BIT_MAR_Hammer_Hit_Rope
  • SE_8BIT_MAR_Hammer_Hit_Rubber
  • SE_8BIT_MAR_Hammer_Hit_Sand
  • SE_8BIT_MAR_Hammer_Hit_Soil
  • SE_8BIT_MAR_Hammer_Hit_SoilHard
  • SE_8BIT_MAR_Hammer_Hit_SpecialUsage1_W2G1
  • SE_8BIT_MAR_Hammer_Hit_SpecialUsage1_W2G2
  • SE_8BIT_MAR_Hammer_Hit_SpecialUsage1_W4C1
  • SE_8BIT_MAR_Hammer_Hit_SpecialUsage2_W2G2
  • SE_8BIT_MAR_Hammer_Hit_SpecialUsage3_W2G2
  • SE_8BIT_MAR_Hammer_Hit_SquidInk
  • SE_8BIT_MAR_Hammer_Hit_Stone
  • SE_8BIT_MAR_Hammer_Hit_StonePlate
  • SE_8BIT_MAR_Hammer_Hit_StoneProcess
  • SE_8BIT_MAR_Hammer_Hit_StoneRattle
  • SE_8BIT_MAR_Hammer_Hit_Straw
  • SE_8BIT_MAR_Hammer_Hit_StretchFenceA
  • SE_8BIT_MAR_Hammer_Hit_Tatami
  • SE_8BIT_MAR_Hammer_Hit_TrashCanB_Metal
  • SE_8BIT_MAR_Hammer_Hit_Tree
  • SE_8BIT_MAR_Hammer_Hit_TreeBig
  • SE_8BIT_MAR_Hammer_Hit_TreeSlim
  • SE_8BIT_MAR_Hammer_Hit_TunnelDoorB_Wood
  • SE_8BIT_MAR_Hammer_Hit_Turf
  • SE_8BIT_MAR_Hammer_Hit_Vinyl
  • SE_8BIT_MAR_Hammer_Hit_Water
  • SE_8BIT_MAR_Hammer_Hit_WaterRunning
  • SE_8BIT_MAR_Hammer_Hit_WaterShallow
  • SE_8BIT_MAR_Hammer_Hit_WaterSurfaceParkB_LeafFallen
  • SE_8BIT_MAR_Hammer_Hit_WetLand
  • SE_8BIT_MAR_Hammer_Hit_Wire
  • SE_8BIT_MAR_Hammer_Hit_Wood
  • SE_8BIT_MAR_Hammer_Hit_WoodPlate
  • SE_8BIT_MAR_Hammer_Hit_WoodRattle
  • SE_8BIT_MAR_Hammer_Landing
  • SE_8BIT_MAR_Hammer_Stamp
  • SE_8BIT_MAR_Iceball_Stamp
  • SE_8BIT_MAR_Jump
  • SE_8BIT_MAR_LND_Ash
  • SE_8BIT_MAR_LND_Brick
  • SE_8BIT_MAR_LND_Cardboard
  • SE_8BIT_MAR_LND_Cloth
  • SE_8BIT_MAR_LND_ClothExtraThick
  • SE_8BIT_MAR_LND_ClothExtraThickHard
  • SE_8BIT_MAR_LND_ClothExtraThickHard_W0C1
  • SE_8BIT_MAR_LND_ClothExtraThickHard_W5C3
  • SE_8BIT_MAR_LND_ClothExtraThickHard_W6C2
  • SE_8BIT_MAR_LND_ClothSoft
  • SE_8BIT_MAR_LND_ClothThick
  • SE_8BIT_MAR_LND_ClothThickHard
  • SE_8BIT_MAR_LND_Concrete
  • SE_8BIT_MAR_LND_GenericSoft
  • SE_8BIT_MAR_LND_Glass
  • SE_8BIT_MAR_LND_GlassBroken
  • SE_8BIT_MAR_LND_Gold
  • SE_8BIT_MAR_LND_Grass
  • SE_8BIT_MAR_LND_Gravel
  • SE_8BIT_MAR_LND_Hole
  • SE_8BIT_MAR_LND_Ice
  • SE_8BIT_MAR_LND_IceNoSlip
  • SE_8BIT_MAR_LND_Leaf
  • SE_8BIT_MAR_LND_LeafFallen
  • SE_8BIT_MAR_LND_LeafFallenWater
  • SE_8BIT_MAR_LND_MagicCircle
  • SE_8BIT_MAR_LND_MagicCircleIce
  • SE_8BIT_MAR_LND_MarioObject
  • SE_8BIT_MAR_LND_Metal
  • SE_8BIT_MAR_LND_MetalCan
  • SE_8BIT_MAR_LND_MetalCanSmall
  • SE_8BIT_MAR_LND_MetalFence
  • SE_8BIT_MAR_LND_MetalHollow
  • SE_8BIT_MAR_LND_MetalHollowBig
  • SE_8BIT_MAR_LND_MetalHollowSmall
  • SE_8BIT_MAR_LND_MetalPipe
  • SE_8BIT_MAR_LND_MetalPipeBig
  • SE_8BIT_MAR_LND_MetalPipeSmall
  • SE_8BIT_MAR_LND_MetalPlate
  • SE_8BIT_MAR_LND_Momiji
  • SE_8BIT_MAR_LND_Mud
  • SE_8BIT_MAR_LND_Paper
  • SE_8BIT_MAR_LND_PaperThick
  • SE_8BIT_MAR_LND_Plain
  • SE_8BIT_MAR_LND_Plastic
  • SE_8BIT_MAR_LND_Pottery
  • SE_8BIT_MAR_LND_PotteryBig
  • SE_8BIT_MAR_LND_RealIce
  • SE_8BIT_MAR_LND_RealSoil
  • SE_8BIT_MAR_LND_RoofingTile
  • SE_8BIT_MAR_LND_RoofingTileWood
  • SE_8BIT_MAR_LND_Rope
  • SE_8BIT_MAR_LND_Rubber
  • SE_8BIT_MAR_LND_Sand
  • SE_8BIT_MAR_LND_Soil
  • SE_8BIT_MAR_LND_SoilHard
  • SE_8BIT_MAR_LND_SpecialUsage1_W2G1
  • SE_8BIT_MAR_LND_SpecialUsage2_W2G2
  • SE_8BIT_MAR_LND_SquidInk
  • SE_8BIT_MAR_LND_Stone
  • SE_8BIT_MAR_LND_StonePlate
  • SE_8BIT_MAR_LND_StoneProcess
  • SE_8BIT_MAR_LND_StoneRattle
  • SE_8BIT_MAR_LND_Straw
  • SE_8BIT_MAR_LND_SwitchFloorA_Wood
  • SE_8BIT_MAR_LND_Tatami
  • SE_8BIT_MAR_LND_Thorn
  • SE_8BIT_MAR_LND_TreeBig
  • SE_8BIT_MAR_LND_Turf
  • SE_8BIT_MAR_LND_Vinyl
  • SE_8BIT_MAR_LND_WaterRunning
  • SE_8BIT_MAR_LND_WaterShallow
  • SE_8BIT_MAR_LND_WetLand
  • SE_8BIT_MAR_LND_Wood
  • SE_8BIT_MAR_LND_WoodPlate
  • SE_8BIT_MAR_LND_WoodPlate_W2C4
  • SE_8BIT_MAR_LND_WoodRattle
  • SE_8BIT_MAR_Metamorphosis
  • SE_8BIT_MAR_SwingTail
  • SE_8BIT_MOBJ_Block_Break
  • SE_8BIT_MOBJ_Block_Hit
  • SE_8BIT_MOBJ_CMN_POW_Hit
  • SE_8BIT_MOBJ_CMN_RockA_Break
  • SE_8BIT_MOBJ_CMN_RockB_Break
  • SE_8BIT_MOBJ_CMN_RockC_Break
  • SE_8BIT_MOBJ_CMN_WoodBoxA_Break
  • SE_8BIT_MOBJ_CMN_WoodBoxB_Break
  • SE_8BIT_MOBJ_W1_CastleRubbleBig_Break
  • SE_8BIT_MOBJ_W1_CastleRubble_Break
  • SE_8BIT_MOBJ_W1_GrassC_Break
  • SE_8BIT_MOBJ_W1_GrassH_Break
  • SE_8BIT_MOBJ_W1_TurtleStatueA_Break
  • SE_8BIT_MOBJ_W2_FallWallA_Down
  • SE_8BIT_MOBJ_W2_FallenLeaves_H_Hit
  • SE_8BIT_MOBJ_W2_IgaguriBrokenWall_Break
  • SE_8BIT_MOBJ_W2_ParkBrokenWallA_Break
  • SE_8BIT_MOBJ_W2_WaterCaveBoxA_Break
  • SE_8BIT_MOBJ_W3_CactusE_Hit
  • SE_8BIT_MOBJ_W3_DesertRubbleA_Hit
  • SE_8BIT_MOBJ_W3_PotA_Break
  • SE_8BIT_MOBJ_W3_PotB_Break
  • SE_8BIT_MOBJ_W3_RubbleA_Stand_Break
  • SE_8BIT_MOBJ_W3_TunnelBrokenWallB_Break
  • SE_8BIT_MOBJ_W3_TunnelBrokenWallC_Break
  • SE_8BIT_MOBJ_W4C1G_CoverGlass_Break
  • SE_8BIT_MOBJ_W4_Barrel_Break
  • SE_8BIT_MOBJ_W4_BrokenGlass_Break
  • SE_8BIT_MOBJ_W4_IcePillar_Break
  • SE_8BIT_MOBJ_W4_IceRockA_Break
  • SE_8BIT_MOBJ_W4_RengaLarge_Break
  • SE_8BIT_MOBJ_W4_RengaMiddle_Break
  • SE_8BIT_MOBJ_W4_ShipShelfA_Break
  • SE_8BIT_MOBJ_W5_GrassHigh_Break
  • SE_8BIT_MOBJ_W5_JungleWall_Break
  • SE_8BIT_MOBJ_W5_PailBath_Fall
  • SE_8BIT_MOBJ_W5_SkySpaPillarA_Fall
  • SE_8BIT_MOBJ_W6_KingStatueA_Fall3
  • SE_8BIT_MOBJ_W6_KoopaShipVolcano_Hit3
  • SE_8BIT_MOBJ_W6_VolcanoRock_Hit2

BFSAR definitions (sounds that actually exist)

  • SE_8BIT_CMN_1UP
  • SE_8BIT_CMN_Dokan
  • SE_8BIT_CMN_Enemy_Damage_Shell
  • SE_8BIT_CMN_Enemy_Damage_Small
  • SE_8BIT_CMN_Item_Appear
  • SE_8BIT_ITEM_Coin_Get
  • SE_8BIT_MAR_1UP
  • SE_8BIT_MAR_Damage
  • SE_8BIT_MAR_Fireball
  • SE_8BIT_MAR_FS_1
  • SE_8BIT_MAR_FS_2
  • SE_8BIT_MAR_FS_3
  • SE_8BIT_MAR_FS_4
  • SE_8BIT_MAR_FS_5
  • SE_8BIT_MAR_FS_6
  • SE_8BIT_MAR_FS_7
  • SE_8BIT_MAR_FS_8
  • SE_8BIT_MAR_Hammer_Hit
  • SE_8BIT_MAR_Jump
  • SE_8BIT_MAR_Metamorphosis
  • SE_8BIT_MAR_SwingTail
  • SE_8BIT_MOBJ_Block_Break
  • SE_8BIT_MOBJ_Block_Hit

OTHER

Here are links to spreadsheets of game text to help for getting foreign names: