Ssbm Data Sheet (1

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r13 Offset Effect

Comments

0x803C2800 0x803C12E0 0x803C167C

START of Shared Action State Function Table START of Per Character Action State Table Per Character Neutral Special Action Initalization Table

See Action State Reference Indexed by Internal Character ID Indexed by Internal Character ID

0x803F14C4 0x803F20E0

Start of Item Action Function Table Start of Item GFX related function table

Indexed by Item ID. See Entity Data Offsets for info. These all seem to be addresses within a function, rather than a pointer to the start of the function.

0x80452C68 0x804DE328 0x804DE338

START INGAME Camera Struct UI Camera FOV

See Entity Data Offsets for notes [float] Changes the camera angle along with HUD and menu elements, but does not issue any black coloring on textures

0x8065CC14 0x80479D30 0x80479D7C

Current Menu? Scene controller Game loop enable/disable flags

It updates to a different predictable value every time you switch menus, but it's written to by the OSAllocFromHeap function so setting a breakpoint here really doesn't work. 00 = Current major; 01 = Pending major; 02 = Previous major; 03 = Current minor Disable game functions from processing each frame. Each bit is a flag for a different function. 00000000: Enable all. FFFFFFFF: Disable all.

0x8045C370

Item Frequency, VS Mode (8-bit)

0x81118DEC 0x81118DF0 0x8111826C 0x81118270 0x811176EC 0x811176F0 0x81116B6C 0x81116B70 0x803f0328

P1 Cursor X Position P1 Cursor Y Position P2 Cursor X Position P2 Cursor Y Position P3 Cursor X Position P3 Cursor Y Position P4 Cursor X Position P4 Cursor Y Position Ready to fight banner visiblity status

0x803F0E08 0x803F0E2C 0x803F0E50 0x803F0E74

P1 character select P2 character select P3 character select P4 character select

4 Bytes - Example: Reading 4 bytes at address 0x803F0E08 returns 0x00010A0A Byte 2 is costume ID (goes from 0x00 to 0x03 or however many costumes a character has), so the example means player 1 has Fox's orange costume since 0x01 is the associated ID. Byte 3 and 4 indicate the character ID. Unsure if they're ever different. 0x00 is Dr. mario and 0x18 is Roy (Roster ordering). Therefore, the example means player 1 is Fox since 0x0A is Fox's ID.

0x803F0E07 0x803F0E2B 0x803F0E4F 0x803F0E73

P1 Character select P2 Character select P3 Character select P4 Character select

4 Bytes - Example: Reading 4 bytes at address 0x803F0E07 returns 0x01010A0A (Player 1 is a CPU, orange skin, fox) 0x00 - Player Mode (0x00 = Human 0x01 = CPU 0x02 = Demo? 0x03 = Disabled) 0x01 - Costume ID 0x02 - Last VALID selected/hovered character ID (0x00 to 0x18) 0x03 - Current hovered character ID (Goes up to 0x19 for the random slots left of pichu and right of roy)

0x804D6CAD

Stage select (16-bit)

Indicates the stage selection on the stage select screen.

0x8049E6C8

START of Current Stage Info

0x80453080 0x80453F10 0x80454DA0 0x80455C30

START of Static Player Blocks P1 Block P2 Block P3 Block P4 Block

0x80BDA4A0 0x80BDA4A4

First Active Player Data Pointer First Active Item Struct

0x80453130 0x80453FC0 0x80454E50 0x80455CE0

P1 data pointer P2 data pointer P3 data pointer P4 data pointer

0x80C6BEF0

P1 action table pointer

0x80479C5F 0x80479C8F 0x80479CBF 0x80479CEF

P1 Previous Input Timer (8-bit) P2 Previous Input Timer (8-bit) P3 Previous Input Timer (8-bit) P4 Previous Input Timer (8-bit)

These appear to reset to 0 whenever an input is received. counts up 1 every frame until another input is sent, or it hits 0x64 (100 frames). Also resets on menu transition - Absolome These are spaced 0x30 apart

0x804C1FAC 0x804C1FB0 0x804C1FC8 0x804C1FC4 0x804C1FCC

Controller 1 Digital Data Controller 1 Digital Data (previous frame) Controller 1 Shoulder Data Controller 1 Analog Data Controller 1 Analog Data Controller Data for Controllers 2 - 4 can be found by offsetting these values by a multiple of 0x44.

Bit Flags: xxxx xxxx UDLR UDLR xxxS YXBA xLRZ UDRL Nibbles: [0] ? [1] ? [2] C-Stick [3] Control Stick [4] Start Button [5] Right-Side Buttons [6] Top-of-Controller Buttons [7] D-Pad Unsigned Bytes 0x00-0x8C | Bytes: [0] Left Shoulder [1] Right Shoulder Signed Bytes -79 - 79 (0xB1-0x4F) | Bytes: [0] Control Stick X [1] Control Stick Y [2] C-Stick X [3] C-Stick Y 32-Bit Floats (-1 - 1) | Words: [0] Control Stick X [1] Control Stick Y [2] C-Stick X [3] C-Stick Y

0x804D6730

KO star count (8-bit per player)

=p1p2p3p4

0x804D5F90

Random seed

Changes every frame and is affected by player actions. For ALL random events.

0x804D6D58

HUD toggle

Toggle for displaying the game timer, player's percents, stock icons, etc. 00=ON, 01=OFF

0x804D7420 0x80479D60 0x80BDC5F4 0x80432A2C 0x80432A28 0x80479D68

Global Power-on Count Global frame timer Global width multiplier Global speed modifier Frame advance on/off Game pause on/off

Increments by 1 every frame. Never resets. Resets to 0 when the match starts. Works in menus, in-game, etc. 1.0 by default. Written by some code at 0x803427C4. Defaults at 0xA4CB8. Cut it in half for double speed (0x5265C). 0x80000000 = on. Increment word by 1 to advance frame by frame. 00000000 = unpause 0x10000000 = paused

0x8046B6C8 0x8046B6CC 0x804807C8

Game timer minutes/seconds left Game timer counter (16-bit) Teams Mode flag (8-bit)

Ex. 000001E0 = 8 minutes (1E0=decimal 480[seconds] = 8 minutes) Counts up every frame to subtract from timer. Write 0 to this every frame to freeze timer. 01 = on, 00 = off (free for all)

0x803D4A48 0x8045BF10 0x8046DB80

Start of default multiplayer match settings Start of current multiplayer match settings Start of Current Match information

Loaded from DOL.See the "Modifying Default Settings" DOL mod section for information on the variable list: http://smashboards.com/threads/the-dol-mod-topic.326347/ See above for variable list. @ +0x08 = Item Switch values

0x8045BF28

Unlocked characters bitfield

0 = locked, 1 = unlocked. Characters are in order of their external values excluding starters, from Mr. Game & Watch in the LSB to Ganondorf in 10

0x8045BF2A

Unlocked stages bitfield

0 = locked, 1 = unlocked. Stages are in a unique order

0x8045D850

Start of Nametag Data

0x8046DB6E

Bomb Rain toggle/Is Sudden Death

Change to anything greater than 00 to immediately start bomb rain during a match (has to be at least 20 seconds after match starts for bombs to drop)

0x8046B6C4

Bomb Rain Timer

If it is greater than 0x4B0, it rains bombs (likely num frames of current match).

0x8046DB6D

No Damage + knockback toggle

0x804D4A08 0x804A1FD8

Debug Level (32-bit) In-game debug settings

0x80CDB800

PlCo.dat storage location?

0x804D9250 0x804D9254 0x804D9258 0x804D9274 0x804D9278 0x804D927C 0x804D9280

Fox/Falco horizontal momentum from shooting laser Fox/Falco Laser offsets Fox/Falco horizontal laser offset Fox/Falco Gun Size Multiplier Fox/Falco vertical momentum during Up-B Fox/Falco Up-B charge animation speed multiplier Fox/Falco angle of pointed body while traveling in Up-B animation

0x804D92D4

Fox/Falco side-b speed modifier

0x804D8278

Editting does something weird to animation

Floating point ranging from -35 to 26 (If set outside of the boundaries, moves to closest point within boundaries) Floating point ranging from -22 to 25 (If set outside of the boundaries, moves to closest point within boundaries) Floating point ranging from -35 to 26 (If set outside of the boundaries, moves to closest point within boundaries) Floating point ranging from -22 to 25 (If set outside of the boundaries, moves to closest point within boundaries) Floating point ranging from -35 to 26 (If set outside of the boundaries, moves to closest point within boundaries) Floating point ranging from -22 to 25 (If set outside of the boundaries, moves to closest point within boundaries) Floating point ranging from -35 to 26 (If set outside of the boundaries, moves to closest point within boundaries) Floating point ranging from -22 to 25 (If set outside of the boundaries, moves to closest point within boundaries)

See Char Data Offsets for information 0x00 of P1's static Player Block data. Each player is 0xE90 apart (goes up to Player 6).

0 if no entities out, otherwise it's the first in daisy chain if 1 or more is active.

This address changes when allocated, so you should refer to the pointer before accessing Character Data Refer to the Char Offset table. Each subsequent player's pointer is stored at 0xE90

Starting from the LSB: Brinstar Depths, Poké Floats, Big Blue, Fourside, Mushroom Kingdom II, Flat Zone, Battlefield, Final Destination, Dream Land 64, Yoshi's Island 64, Kongo Jungle 64

0 = Master, 1 = No-Debug-Rom, 2 = Debug-Develop, 3 = Debug-Rom, 4 = Develop

Default is zero. Changing this value was very unstable. Fox - vertical offset of entire laser. Falco - z-axis offset of laser ring graphic effect Negative = shoots from behind them Default is zero. Making it too high/negative will affect being able to go in angles (above 1 or below -1?) Default is 3f800000 = 1. Increase to make faster. Making it too fast will cause freezes.

(taken from AR code)

0x80480820 0x8048082c 0x803c14f0

r13 Offset Effect P1 Character Select? Has Something to do with above address Aerial Down B table

Comments Uses External ID

0

Title

Single line or function?

Description

Registers

SFX & Audio 8038cff4

Play sound effect

Function

80024030

Play menu sound effect

Function

8017435c

80174380

Play menu sound: "Back" Function Play menu sound: "Forward" Function Play menu sound: "Select" Function

80023f28

Play music

Function

800236dc

Stop music

Function

8038bd6c

Stop all sound effects

Function

80174338

Play a sound effect, as long as the soundbank is loaded. Play a menu sound. Leads to the above function but takes more neatlyassorted menu sound IDs, and all the menus use this. Plays the menu sound made when pressing B. No parameters/registers are required. Plays the menu sound made when pressing A. No parameters/registers are required. Plays the menu sound made when pressing up/down. No parameters/registers are required.

r3 = sfx ID; r4 = volume (00 - FF); r5 = ?? (usually 0x80); r6 = ?? (00-FF); r7 = echo parameter? (00-0F, usually 7 in-game) r3 = sfx ID

r3 = HPS ID #

In-Game Mechanics 80034110

Get character data pointer

Function

8006ad10

Main character loop

Function

80033c60

Set initial stock count

Function

80033ce0

Lose a stock

Function

800693ac

Function

8008cfac

Load action state Init aerial action state (takes any state ID)

8006b808

Action state IASA check

Single line

8016c080

End stock game

Single line

Branches to the IASA check of the current action state Sets a register to 1 that causes "GAME!" to trigger. Noping this will prevent any win conditions from ending the match.

8016b558

Count players in match Get character unlock status Check and update Stale Moves

Function

No input, walks the 6 player blocks and checks the "player type"

Function

8003722c

Function

Checks if a given character is unlocked from its external ID Checks to see if a collision is part of a multi-hit move that has already hit, reads the stale move table, and updates the table accordinlgly

80268B18

SpawnEntity

Function

Allows you to spawn Entities of the provided struct pointer

80164840

Function

Returns a pointer for the character data based on the given player number. Top-level character update; runs once per character per frame in game loop Stores stock amount to a player at the beginning of the match. Runs once per player. Loads the player's stock count, subtracts 1, then stores it unless if the player number zero-indexed is greater than 5 which freezes the game. Load new action state for a character. Every action state has an init function before branching to this. All aerials use this init function. However, any state ID is accepted, making this very versatile for loading any normal state.

r3 = player number

r5 = stock count; r3 = player number r3 = player number f1 = starting frame, r3 = char data offset, r4 = action state ID, r4 = state ID

output r3 = number of characters in match input r3 = character external ID; output r3 = 0 if locked, 1 if unlocked

r3 Entity*

Random Number Generator input r3 = number of possible numbers (1indexed) , output r3 = random number (0indexed)

80380580

Function

80380528

Function

Main RNG function; takes the value from 0x804d5f90 and calculates a new value before storing it back In-game RNG function; runs several times per frame to calculate random events for graphics such as dust clouds

Function

Picks a random index from a defined lookup table of stages and characters, then outputs its pointer. Called multiple times upon starting Classic Mode, presumably storing the entire run in one go

Function

I don't know a lot about this function howerver, setting a breakpoint here and looping stepping through makes it easy to write codes like Boot to CSS etc. r3 = next screen

803805bc

803804f8

801b2ba4

Set Classic Mode stage + character

input r3 = pointer to lookup table; r13 = pointer to pointer to player's character ID (read through function 8015cdc8); output r3 = pointer to index

Menu Navigation Function 801a42f8

Stages Checks if a given stage is unlocked, from either its standard ID or a classic mode equivalent 80164430

Get stage unlock status

Function

input r3 = stage ID; output r3 = 0 if locked, 1 if unlocked

GFX & Visual 802F3B04

Timer Milliseconds (visual)

Single line

This line of code sets what the timer's milliseconds slot displays (does not affect actual millisecond value, only the visual indicator in the timer) 0x00 - 0x63 (0-99), anything higher will just cut the upper numbers off

Put the value you want to display in the milliseconds slot into r24. Originally moves the value from r5. - Savestate

(Not sure if this should be here or in in-game mechanics)

0

Title

Single line or function?

Description

Registers

Effect

Comments

Static Player Block 0x00 0x04 0x08 0x0C 0x0E 0x10 0x14 0x18 0x1C 0x20 0x24 0x28 0x2C 0x30 0x44 0x45 0x46 0x47 0x48 0x4B 0x50 0x58 0x5C 0x60 0x62 0x64 0x68 0x6C 0x70 0x74 0x78 0x7C 0x80 0x84 0x88 0x8D 0x8E 0x8F 0x90 0x94 0xA0 0xA8 0xAC 0xB0 0xB4 0xBC 0xC0 0xC4 0xC8 0xCC 0xD0 0xD4 0xD8 0xDC 0xE0 0xE4 0xE8 0xEC 0xF0 0xD1C 0xD20 0xD28 0xD38

Length 0xE90 Player State Player Character (External ID) Slot Type (Human, CPU, Demo, None) Unknown 0000? Nametag X (Horizontal) Position Nametag Y (Vertical) Position Nametag Z (Depth) Position Spawn Position X Spawn Position Y Spawn Position Z Spawn Platform Final Position X Spawn Platform Final Position Y Spawn Platform Final Position Z Costume ID Controller Index Subcolor ID Team ID Player ID Handicap Value Attack Ratio Damage Defense Ratio Model Scale Stamina HP Lost / Percentage - Currently Displayed Starting Percentage / Nana's % Stamina HP Falls Nana's Death Count P1 KOs P2 KOs P3 KOs P4 KOs P5 KOs P6 KOs -1 Self-deaths Stocks Remaining 00? Current Coins Total Coins Collected Joystick Direction Input Count Name Tag Slot ID Multi-Spawn Flag? Pointer to Player Entity Pointer to Sub-Character Entity Stale Move Table Current Write Index Stale Move Index 0 Stale Move Index 1 Stale Move Index 2 Stale Move Index 3 Stale Move Index 4 Stale Move Index 5 Stale Move Index 6 Stale Move Index 7 Stale Move Index 8 Stale Move Index 9 Total Player Attack Count 00000000? Total Connected Attacks Total Damage Received Peak Damage Received Total Damage Given Total Damage Received (Repeated?)

Static block starting at 0x80453080 for P1, 80453F10 for P2, 80454DA0 for P3, 80455C30 for P4 Int. 0x02 In-Game (includes dead). 0x00 Otherwise. Int. Int. (0x00 is HMN, 0x01 is CPU, 0x02 is Demo, 0x03 n/a) Short. Set to 0x01. Short. Float Float Float Float. Set by initial spawn, then modified when you respawn as the point you drop down from. Float. Float. Z Depth is stage dependent, IE. -0.000055 on Great Bay Float. These are set the first time you respawn. Unless a stage changes your spawn position Float. Float. Same as Spawn Position Z. Byte. 00 = False, 01 = True Byte Byte Byte. 00 = red, 01 = blue, 02 = green Byte.

START Player Entity Struct 0x00 0x04

Length 0x44 Flags Flags

0x08 0x0C 0x10 0x14 0x18 0x1C 0x20 0x24 0x28 0x2C 0x30 0x40 0x44

Next player's data pointer Previous player's data pointer Next player's data pointer (Repeated) Previous player's data pointer (Repeated) Pointer to Linked List -0x20 before Next Player's struct Pointer to Unk Function 0x00000000 0x00000000 Pointer to Unk Struct Pointer to Player Character Data (see below table) Pointer to Destructor Function? Pointer to Linked List Pointer to Linked List -0x20 before the struct

Refers to values starting from the "data pointer" Short Class. Byte Unk1. Byte Unk2. - Ex. 0x00040805 Short $0. Byte $3. Byte Class.(?) - Ex. 0x00000304 Data pointers are "daisy-chained," so each subsequent player is accessed from the data pointer of the previous For P2+, this points to P(n - 1)

START Player Character Data 0x00 0x04 0x08 0x0C

Since May 28, 2016, we are now using the in-game offsets Entity Struct Pointer Player Index (Internal ID) Current Spawn # Player Slot

0x10

Action State

0x14 0x18 0x1C 0x20 0x24 0x28 0x2C 0x30 0x34 0x38 0x3C 0x40 0x44 0x48 0x74 0x80

Animation State 0x155 Shared Action State Table Pointer Move Table Pointer Character's action state hitbox/animation pointer End of hitbox data pointer? Facing direction Facing direction (Repeated) Player Scale Player Scale Player Depth Scale Pointer to Next Linked List Pointer to 0x40 / Pointer to Prev Linked List Length of Linked List Unk Horizontal velocity (air, self-induced)

0x84 0x88 0x8C

Vertical velocity (self-induced) Depth velocity (self-induced) Horizontal velocity (attack-induced)

0x90 0x94 0xA4 0xA8 0xAC 0xB0 0xB4 0xB8 0xBC 0xC0 0xC4 0xC8 0xCC 0xD0 0xE0 0xE4 0xE8 0xEC 0xF0 0xF4 0xF8 0x100 0x104 0x108 0x10C

Vertical velocity (attack-induced) Depth velocity (attack-induced) Pointer to Prev Linked List Pointer to Next Linked List Length of Linked List X (Horizontal) position Y (Vertical) position Z (Depth) position X (Horizonal) position (Prev. Frame) Y (Vertical) position (Prev. Frame) Z (Depth) Position (Prev. Frame) X Delta (Curr - Prev Pos) Y Delta (Curr - Prev Pos) Z Delta (Curr - Prev Pos) Ground/Air state ??? ??? Horizontal velocity (ground, self-induced) ??? ???

Character Attributes 0x110 0x114 0x118 0x11C 0x120 0x124 0x128 0x12C 0x130 0x134 0x138 0x13C

??? Unk Pointer Unk Pointer Unk Pointer

Walk initial velocity Walk acceleration Walk maximum velocity Slow walk max? Mid walk point? Fast walk min? Ground friction Dash initial velocity Dash/run acceleration A Dash/run acceleration B Dash/run terminal velocity Run animation scaling

Float Float Float. Scale that match was started with. Modifying does nothing. Short Short. Used in modes like Sudden Death to set your starting Percentage. Otherwise Nana's % Short Int Int Int Int Int Int Int Int Byte Byte Byte Int Int Int. Incremented every time you move the joystick a different direction from neutral. Byte. 0x40 = True Used for followers, such as Nana Int. Zero-Indexed. Rolls over after 9. Increments after each write. 1st Short is the move ID 2nd Short is the # of action states that character has gone through this game (# of actions is recorded to stop mutli-hit moves from registering more than once per use)

Int. Incremented by 1 with each attack, hit or miss Int. Incremented when an attack lands Float. Float. Reflects the highest amount of damage received in a single life Float. Float.

Pointers to prev* and next*, size, int[5]. Assumed 0x20 bytes wide Always seems to be 0x80080E18(entity_t*, int code), called each frame

Usually 0x60 away from the start of Player Entity Struct Always 0x8006DABC Pointers to prev* and next*, size, int[5]. Assumed 0x20 bytes wide Pointers to prev* and next*, size, int[5]. Assumed 0x20 bytes wide Traditonally, the game points to this for anything related to Char Data, as sometimes the data does not immediately follow the entity struct Points back to 0x00 of the Entity Probably related to bone mapping, bones whack out if you change this The current life is the nth character spawned since the beginning of the match Byte The value at this address indicates the action state of the character. Modifying this alone does nothing. The animation to occur after the current one ends. Only has an effect if the current action state is set to loop. Move table divider constant? Player dependent move table pointer

Float. 1 is right, -1 is left Read on map load. Read on map load. Set according to 0x94. Affects physics. Read on map load. Changes width on Z-Axis Traditionally 0x00000000. THIS IS NOT ALWAYS CONSISTENT Always 0x40 (64)? Float. Used for Ness's Jump (@ 800CC654) Changing this will only have an effect if the character is in the air. Float. Positive = up, negative = down. Changes when the player jumps/falls of his own accord. Does not kill upward. Float. Assume unused. Float. Positive = right, negative = left. Float. Positive = up, negative = down. Only works when player is in the air. Changes when the player is attacked. Kills upward. Float. Assume unused.

Int. Always 0x6 (6)? Float. Positive is right, negative is left. 00000000 is center. Float. Only works when player is in the air. Float Float Float Float Float Float Float 0x00000000 on ground, 0x00000001 in air. Changing does nothing. Float. Float. Float. Self-induced. Also affects running animation. Float. Float. Float.

Used @ 80093D64. Related to Shield movement. These values are taken from the dat files and loaded directly into memory. Float.

...

0x140 0x144 0x148 0x14C 0x150 0x154 0x158 0x15C 0x160 0x164 0x168 0x16C 0x170 0x174 0x178 0x17C 0x180 0x184 0x188 0x18C 0x190 0x194 0x198 0x19C 0x1A0 0x1A4 0x1A8 0x1AC 0x1B0 0x1B4 0x1B8 0x1BC 0x1C0 0x1C4 0x1C8 0x1CC 0x1D0 0x1D4 0x1D8 0x1DC 0x1E0 0x1E4 0x1E8 0x1EC 0x1F0 0x1F4 0x1F8 0x1FC 0x200 0x204 0x208 0x20C 0x210 0x214 0x218 0x21C 0x220 0x224 0x228 0x22C 0x230 0x234 0x238 0x23C 0x240 0x244 0x248 0x24C 0x250 0x254 0x258 0x25C 0x260 0x264 0x268 0x26C 0x270 0x274 0x278 0x27C 0x280 0x284 0x288 0x28C 0x290 *Character Attributes End*

Run Acceleration? Grounded Max Horizontal Velocity Jump startup time Jump H initial velocity Jump V initial velocity Ground to air jump momentum multiplier Jump H max velocity Hop V initial velocity Air jump V multiplier Air jump H multiplier Number of jumps Gravity Terminal Velocity Air mobility A Air mobility B Max Horizontal Air Mobility Horizontal Air Friction Fastfall Velocity ??? Jab-2 input window Jab-3 input window Frames to change direction on standing turn Weight Model Scaling Shield Size Shield break initial velocity Rapid jab window ??? ??? ??? Ledge Jump Horizontal Velocity Ledge Jump Vertical Velocity Item Throw Velocity Multiplier ??? ??? ??? ??? ??? ??? ??? ??? ??? ??? ??? Kirby B Star Damage Normal Landing Lag N-air Landing Lag F-air Landing Lag B-air Landing Lag U-air Landing Lag D-air Landing Lag Victory Screen Window Model Scale ??? Wall Jump Horizontal Velocity Wall Jump Vertical Velocity ??? ??? ??? ??? ??? ??? ??? ??? ??? ??? ??? ??? ??? ??? ??? ??? Bubble ratio? ??? ??? ??? ??? Ice traction? ??? ??? Camera Zoom Target Bone? ??? ??? ??? Special Jump Action = -1...? Weight Dependent Throw Speed Flags

0x2D4 0x2D8 0x3E4 0x3E8 0x3EC 0x3F0 0x3F4 0x3F8 0x3FC 0x400 0x404

Pointer to 0x2420 Pointer to 0x2420 (Repeated) Sub Action Event Timer Sub Action State Frame Counter Pointer to Next Event Event Loop Count Event Return Pointer Unk Unk Pointer to 0x460 Pointer to 0x3C0

0x49C 0x4B4 0x4B8 0x4BC 0x4C0 0x4C4 0x4C8 0x4CC 0x4D0 0x4D4 0x504 0x590 0x5A4 0x5E8 0x618 0x619 0x61B 0x620 0x624 0x628 0x62C 0x638 0x63C 0x640 0x644 0x648 0x64C 0x650 0x65C 0x660 0x668 0x688

Pointer to 0x4B0 / Color Blend Pointer rrggbbaa color Red value Green value Blue value Alpha value Red blink rate Green blink rate Blue blink rate Alpha blink rate Color tint on/off Action state data pointer Action state data length Bone lookup table Player controller number Costume ID Team ID Analog Stick Data X Analog Stick Data Y Prev Analog Stick X Prev Analog Stick Y C-Stick X-Axis C-Stick Y-Axis

0x689 0x6A8 0x6AC 0x6F0 0x6F4 0x6F8 0x6FC 0x700 0x704 0x708 0x70C 0x710 0x714 0x718 0x71C 0x720 0x738 0x830

Analog trigger data Digital Button Data Digital Button Data (Prev. Frame) Instant Buttons Unknown Byte Flag Time since Special Button being pressed (not modifiable?) Unk (Y Offset from Double Jump position?) Unk Pointer to 0x00 / Start of Physics Struct X (Curr Frame) Y Z X (Prev Frame) Y Z X (Prev Frame) Y Z X (Curr Frame) Y Z Collision? Position Last Landed

0x83F 0x842

Platform ID Stage relation ID

Used by functions that are checking Article FP data

Float, resets to 1 with each new action state. Int. Controlled by Event 0x0C Int. Same functionality as 0x3F0.

Changing changes color. Float. Set between 0 and 255. Float Float Float Float Float Float Float Byte. Change to 0x80 or above to induce a color tint. Melee uses 0x91 I THINK this points to data related to current action state. http://smashboards.com/threads/custom-subaction-event-character-data-modifications.429112/#post-20920399 Byte. Change this to have a different player control the character. Byte. Byte. 00 = red, 01 = blue, 02 = green Used to compare previous value vs. current value to differentiate "tilts" and "smashes"

Float (-1.0 to 1.0) Float (-1.0 to 1.0)

0.35 minimum (Not always true, conditions unknown), 1.00 maximum. See Global Addresses regarding Controller Data to better understand this.

Modified in function at 0x8006abec; unknown. Modified in function at 0x8006abec; is based on the bool return value of a function pertaining to the B button. Byte. (0=just pressed; n = pressed n frames ago) Float. Used for Peach, Mewtwo, Yoshi, Ness Jump calc. Float. Seen using Peach's Umbrella Float. Likely positions of TopN for physics related functions. Float Float Float Float Float Float Float Float Float Float Float noclip if = 0, clip else Float that holds the value at which player last landed from the air. Byte. Platform character was last on. Edges of stage have ID's. Changing this can move character onto platforms (doesn't always work?) Byte. 00 = main stage floor, 01 = on platform, 02 = edges of main stage floor / hanging on edge

0x843 0x894 0x898 0x89C 0x8A4 0x914 0xA4C 0xB84 0xCBC 0x1830 0x1838 0x183C 0x1840 0x1844 0x1848 0x184C 0x1850 0x1854 0x1858 0x185C 0x1860 0x1864 0x1868 0x186C 0x18B4 0x18B8 0x18BC 0x18C4

Stage transformation ID Action State Frame Counter ??? Speed of Current Animation ??? Hitbox 0 Hitbox 1 Hitbox 2 Hitbox 3 Percentage Percentage for Damage Calculation Damage Applied 0x00000000? Damage Direction Knockback Angle 0x00000001? Force Applied X Position of Hitbox Y Position of Hitbox Z Position of Hitbox Unk Unk Damage Source Last Applied Damage Armor SDI horizontal offset SDI vertical offset Slot of Last Damage Source

0x195C 0x1968 0x1974 0x1978 0x197C 0x198C 0x1990 0x1994 0x1998 0x199C 0x1A4C 0x1A58 0x1A5C 0x1A68 0x1A6A 0x1A97 0x1A9B 0x1F1C 0x1F74 0x2000 0x2004

Hitlag counter Number of jumps used (8-bit) Item Held Item Related? Bunny Hood Player body state (32-bit) Ledge invincibility timer Halo invincibility timer Shield size Lightshield amount Breakout countdowns Pointer to Grabbing Player Pointer to Grabbing Player (Repeated) ??? ??? CPU AI Type (8-bit) CPU lvl (8-bit) Pointer to 0x1F90 Pointer to 0x1F7C Lip Stick Flower Remainder Starman Invincibility

0x2008 0x2014 0x2028 0x2030 0x206C 0x208C 0x2090 0x2098 0x20C4 0x20D4 0x20D8 0x20E8 0x20EC 0x210C 0x2110 0x2114 0x2118

Mushroom Duration Bunny Hood Duration Metal Box Duration Cloaking Device Duration Total # of action states Last attack landed Combo count (16-bit) Player tag countdown Pointer to 0x2138 Pointer to 0x1FDC Pointer to 0x214C Pointer to 0x1FE4 Pointer to 0x2160 Wallride counter (8-bit) Wall location (float) Smash attack state Smash attack charge frame counter Frame number at which a fully charged smash initiates (float) Charged smash attack strength multiplier Charged smash attack animation speed multiplier (attack animation only) ??? ??? Current Action State IASA Function Pointer Current Action State Animation Interrupt Pointer Current Action State Physics Pointer Current Action State Collision Interrupt Pointer Current Action State Camera Behavior Pointer

0x211C 0x2120 0x2124 0x2188 0x218C 0x219C 0x21A0 0x21A4 0x21A8 0x21AC 0x21BC 0x21C8 0x21D4 0x21D8 0x21DC 0x21E4 0x21FC 0x2200 0x2204 0x220C 0x2218

Byte. Default is 00, Pokemon Stadium transformations change this value Float, resets to 1 with each new action state. Float. Used for setting 0x3E8 during Event function Float. Changing does nothing. Knocks player out of action states when set to 40C00000 http://smashboards.com/threads/custom-subaction-event-character-data-modifications.429112/#post-20920399 Note that the above thread lists as +0x60 position

Float. Float 0x1838 cast to Int. Float. -1 to 1 Int. Normally 0x00000169 (Sakurai Angle) Float. Float Float Float Dependent on 0x1848 Dependent on 0x1848 Points to an entity Float Acts like Yoshi's Double Jump Armor. Works on Grounded and Aerial! Float.

0 - 5, with 6 indicating a self-destruct Float. Counts down by 1 every frame until reaching 0. The last frame of hitlag is the frame before it hits 0. Gives more jumps if lowered.

0 = normal, 1 = invulnerable, 2 = intangible Invincibility runs out when this hits 0. Modifiable. Invincibility runs out when this hits 0. Modifiable. Float. 1 is hard shield. z-shield is 3D924921, or .071429 Float. Grabs, sleep attack element, ground attack element. Player breaks out when this reaches 0.

Short. Set according to r4 in 8007e2d0 Short. Set according to r4 by 8007e2f4 Can be changed midgame Can be changed midgame

Frames of Lip Stick Flower remaining Controls something with the duration of the sparkle after starman ends. (32-bit) After obtaining a either mushroom, default length gets stored in this address and is decremented by one every frame. Transforms back to regular size when reaches 0. Frames of Bunny Hood remaining Frames of Metal Box remaining Frames of Cloaking Device remaining Increases by 1 with every new action state until match end.

Displays the "P1", etc. tag when the countdown hits 1. These are part of some sort of linked list. The next value after pointers always seems to be 6.

Set to 0 when contact with a wall (other conditions necessary) Wall on left(1)/right(-1) of character 2 = charging smash, 3 = attacking with charged smash, 0 = all other times

default = 0x42700000 = 60

This isn't accurate for Fox. For him, it's a pointer to 0x2124. So, this is likely some kind of struct that needs to be better understood.

Int. Some kind of timer. Seems to count down on attacks and up during states like Wait

Unk Pointer Unk Pointer Unk Pointer

Collision bubble toggle (8-bit) ??? ??? Flags ??? Flags IASA Flags

0x2219 0x221A 0x221C 0x221E 0x221F 0x2223 0x2224

Freeze character (and Hitboxes?) ??? Flags ??? Flags ??? Flags ??? Flags Metal Texture Toggle (8-bit) Can walljump (8-bit)

0x222C 0x2330 0x2340 0x2342 0x2344 0x2348 0x2354 0x2358

??? Flags Hammer Duration Hitstun counter ??? Flags Shield Location from Body Shield Angle ??? ???

0x2420

Start of Per Character Article Floating Points

01=no collision bubbles (default), 02=collision bubbles & no char textures, 03=overlayed bubbles Int. Checked == 0 in 800e4f48 and set to 0 if != 0 Used during Fox/Falco's Shine at 800e65bc Compared with 2 during Fox/Falco's shine at 800e65bc Byte. Checked and modified with 80093bc0 and 80093cd0. 0x80 = IASA enabled Byte. 0x05 = character freezes and hitboxes stay out for 1 collision. 0x03 = player acts normal and freezes when hit, can SDI around after. (verify: 0x10 = hitbox is out?) Byte. Bit 31 checked and modified with 80093bc0 and 80093cd0 Byte. Checked and modified with 80093bc0 Byte. Modified by 8007e2d0 Byte. Get bit 28 with 800874BC. 01=on (like getting the metal box item), 00=off 01 = can walljump, 00 = can't walljump Compared to 0 for transitioning to Action State 14 during Fox/Falco Shine @ 800e65bc, is also expected to be 0 prior in the function Frames of Hammer remaining Float. Frames of hitstun left. Decremented by 1 every frame of game. Byte. Used for flags, like Cliff Grab. Float. 0 = center of body, 1 = furthest amount away Float, degrees. 0 = in front of, 90 = up, 180 = behind, 270 = down (offset +10 degrees?) Float. Used by 80093CD0 (AS_179_Guard) Float. Used for a comparison @ 80093c94 and 80093cd0 Doesn't appear to be 1:1 with Dantarion's offsets, but mostly the same. Not all changes work. Plus they reset whenever a new spawn of the character occurs.

Also used to count other things relating to frames (but as integers): Shield Time, Grabbed Time, Time Left on Spawn Platform, Time left to lie on Ground

Effect

Comments

0x3FA258 0x3FA25C 0x3FA260 0x3FA264 0x3FA268 0x3FA26C 0x3FA270 0x3FA274 0x3FA278 0x3FA27C 0x3FA280 0x3FA284 0x3FA288 0x3FA28C 0x3FA290 0x3FA294 0x3FA298 0x3FA29C 0x3FA2A0 0x3FA2A4 0x3FA2A8 0x3FA2AC 0x3FA2B0 0x3FA2B4 0x3FA2B8 0x3FA2BC

Language Publicity (Crowd Noise) Stage FFA/Teams P1 Character P2 Character P3 Character P4 Character "All Character" P1 Kind P2 Kind P3 Kind P4 Kind "All Kind" P1 Color P2 Color P3 Color P4 Color P1 Subcolor P2 Subcolor P3 Subcolor P4 Subcolor P1 Team P2 Team P3 Team P4 Team

0 = JP, 1 = US 0 = Off, 1 = On

0x3FA320 0x3FA324 0x3FA328 0x3FA32C

Game Mode Time (minutes) Time (seconds) Stock Count Item Frequency

0 = Time, 1 = Stock

0xBDD300

Dairantou Selected Index

Selected index in the "Dairantou" debug menu

0 = FFA, 1 = Teams

0 = Human, 1 = CPU, 2 = Demo, 3 = None

0 = Red, 1 = Green, 2 = Blue

0 = None, 1 = Very Low, 2 = Low, 3 = Medium, 4 = High, 5 = Very High

ID 0 1 2 3 4 5 6 7 8 9 A B C D E F 10 11 12 13 14 15 16 17 18 19 1A 1B 1C 1D 1E 1F 20 21

Character Captain Falcon Donkey Kong Fox Mr. Game & Watch Kirby Bowser Link Luigi Mario Marth Mewtwo Ness Peach Pikachu Ice Climbers Samus Jigglypuff Yoshi Zelda Sheik Falco Young Link Dr. Mario Roy Pichu Ganondorf Master Hand Male Wireframe Female Wireframe Giga Bowser Crazy Hand Sandbag Popo None (use Kind for none)

ID 0 1 2 3 4 5 6 7 8 9 A B C D E F 10 11 12 13 14 15 16 17 18 19 1A 1B 1C 1D 1E 1F 20

Stage Dummy Test Fountain of Dreams Pokemon Stadium Princess Peach's Castle Kongo Jungle Brinstar Corneria Yoshi's Story Onett Mute City Rainbow Cruise Jungle Japes Great Bay Hyrule Temple Brinstar Depths Yoshi's Island Green Greens Fourside Mushroom Kingdom Mushroom Kingdom II Akaneia (Freeze) Venom Poke Floats Big Blue Icicle Mountain Icetop (Freeze) Flat Zone Dreamland 64 Yoshi's Island 64 Kongo Jungle 64 Battlefield Final Destination

Character External ID

Character Internal ID

Stage ID

Internal Stage ID

CPU AI Type

ITEMS

Element ID

Status List

SFX ID

Name Tags

0x00 0x01 0x02 0x03 0x04

0x00 0x01 0x02 0x03 0x04

DEBUG 000 [000] // Dummy 001 [001] // TEST

00 = // stay 02 = // escape

0x00 = Normal 0x01 = Fire 0x02 = Electric 0x03 = Slash 0x04 = Coin

00000001 (1) 00000010 (2) 00000100 (4) 00001000 (8) 00010000 (16)

// Stamina // No Character Voice // Low Gravity // Invisible // Metal Icon

0000 - 00A9: In-game sound effects 00AA: Trophy get 00AB: Award jingle 00AC: Menu back 00AD: Menu forward

DEFAULT RC VIVI 64DD

00100000 (32)

// Metal Character

00AE: Menu up/down

AMPM

4b: Temple

01000000 (64)

// Unknown/Unused

00AF: Menu access denied

BABA

61: Brinstar

00B0: Magnifier damage sound 00B1: Pause sound 00B2: Star Fox intercom sound 00B3: Results screen left/right

BOMB DX EAD HVC

33: Brinstar Depths 60: Yoshi's Story 5f: Yoshi's Island 31: Fountain of Dreams

// Captain Falcon // Donkey Kong // Fox // Mr. Game & Watch // Kirby

Music

STANDARD

0x02 Princess Peach's Castle 0x03 Rainbow Cruise 0x04 Kongo Jungle 0x05 Jungle Japes 0x06 Great Bay

0x05 // Bowser

0x05 // Bowser

002 [002] // Fountain of Dreams (Izumi)

0x07 Hyrule Temple

05 = // manual

0x00 // Capsule 0x01 // Box 0x02 // Barrel (Taru) 0x03 // Egg 0x04 // Party Ball (Kusudama) 0x05 // Barrel Cannon (TaruCann)

0x06 // Link

0x06 // Link

003 [003] // Pokémon Stadium (Pstadium)

0x08 Brinstar

06 = // nana

0x06 // Bob-omb (BombHei)

0x07 0x08 0x09 0x0A

0x07 0x08 0x09 0x0A

004 [004] 005 [005] 006 [006] 007 [007]

0x09 Brinstar Depths 0x0A Yoshi's Story 0x0B Yoshi's Island 0x0C Fountain of Dreams

0x07 // Mr. Saturn (Dosei) 0x08 // Heart Container 0x09 // Maxim Tomato 0x0A // Starman (Super Star)

0x05 = Ice 0x06 = Sleep (103 frames) 0x07 = Sleep (412 frames) 0x08 = Grounded 0x09 = Grounded 0x0A = Cape

0x0B // Home-Run Bat

0x0B = Empty

00B4: Results screen coin get

MIC

23: Green Greens

0x0C // Beam Sword 0x0D // Parasol

0x0C = Disable 0x0D = Darkness 0x0E = Screw Attack

00B5 - 00C1: Misc menu sounds 00DB - 013C: Item sounds

N64 NEO

06: Corneria 54: Venom

013D - 014B: Crowd sounds 014C - 020A: Walking sound effects (lots of repeats)

NUS

40: Pokemon Stadium

QD

41: Poke Floats

SW TIE VBOY

38: Mute City 03: Big Blue 3c: Mother

RESTRICTED

1f: EarthBound 29: Mushroom Kingdom

CPU1 CPU2 CPU3

2a: Mushroom Kingdom (Finale) 2b: Mushroom Kingdom II 2c: Mushroom Kingdom II (Finale)

// Luigi // Mario // Marth // Mewtwo

// Mario // Fox // Captain Falcon // Donkey Kong // Kirby

0x0B // Ness

0x0B // Nana

008 [008] // Yoshi's Story (Story)

0x0D Green Greens

0x0C // Peach 0x0D // Pikachu

0x0C // Pikachu 0x0D // Samus

009 [009] // Onett 010 [00A] // Mute City

0x0E Corneria 0x0F Venom

0x0E // Ice Climbers

0x0E // Yoshi

011 [00B] // Rainbow Cruise (RCruise)

0x10 Pokemon Stadium

0x0F // Jigglypuff

0x0F // Jigglypuff

012 [00C] // Jungle Japes (Garden)

0x11 Poke Floats

0F = // noact

0x0F // Red Shell (R Shell)

0x10 // Samus 0x11 // Yoshi 0x12 // Zelda

0x10 // Mewtwo 0x11 // Luigi 0x12 // Marth

013 [00D] // Great Bay 014 [00E] // Hyrule Temple (Shrine) 015 [00F] // Brinstar Depths (Kraid)

0x12 Mute City 0x13 Big Blue 0x14 Onett

10 = // air 11 = // item 12 = // Guard edge

0x13 // Sheik 0x14 // Falco

0x13 // Zelda 0x14 // Young Link

016 [010] // Yoshi's Island (Yoster) 017 [011] // Green Greens (Greens)

0x15 Fourside 0x16 Icicle Mountain

bom 14 = // Cooperative

0x10 // Ray Gun (L Gun) 0x11 // Freezie (Freeze) 0x12 // Food 0x13 // Proximity Mine (MSBomb) 0x14 // Flipper

0x15 // Young Link 0x16 // Dr. Mario 0x17 // Roy

0x15 // Dr. Mario 0x16 // Falco 0x17 // Pichu 0x18 // Mr. Game & Watch 0x19 // Ganondorf

018 [012] // Fourside 019 [013] // Mushroom Kingdom I (Inishie1) 020 [014] // Mushroom Kingdom II (Inishie2)

0x18 Mushroom Kingdom 0x19 Mushroom Kingdom II 0x1B Flat Zone

15 = // Coop 2 16 = // Normal? 17 = // Multi-Man Melee AI

0x15 // Super Scope (S Scope) 0x16 // Star Rod 0x17 // Lip's Stick

// 021 [015] // Akaneia (Deleted Stage) 022 [016] // Venom

0x1C Dream Land 0x1D Yoshi's Island (64)

18 = // Escape + Attack 19 = // Walk + Attack

28: Icicle Mountain 1e: Flat Zone

023 [017] // Poké Floats (Pura)

0x1E Kongo Jungle (64)

1A = // Stay + Attack

CPU6

39: Kongo Jungle N64

0x1B // Master Hand

024 [018] // Big Blue

0x24 Battlefield

1B + = // Normal

0x18 // Fan (Harisen) 0x19 // Fire Flower (F Flower) 0x1A // Super Mushroom (Kinoko) 0x1B // Poison Mushroom (DKinoko)

CPU4 CPU5

0x1A // Roy

CPU7

3b: Yoshi's Island N64

0x1C // Crazy Hand 0x1D // Wireframe Male (Boy) 0x1E // Wireframe Female (Girl) 0x1F // Giga Bowser 0x20 // Sandbag

025 [019] // Icicle Mountain (Icemt)

0x25 Final Destination

0x1C // Hammer

CPU8

3a: Dream Land N64

0x1D // Warp Star (WStar)

CPU9

4d: Super Mario Bros. 3

0x1E // Screw Attack (ScBall) 0x1F // Bunny Hood (RabbitC) 0x20 // Metal Box (MetalB) 0x21 // Cloaking Device (SpyCloak) 0x22 // Poké Ball (M Ball)

HMN HMN HMN0

4a: Saria's Theme 3f: Battle Theme (Pokemon) 01: Fire Emblem

ITEM RELATED 0x23 // Ray Gun recoil effect 0x24 // Star Rod Star

HMN1 HMN2 HMN3 HMN4 HMN5 HMN6

37: Mach Rider 3d: Mother 2 07: Dr. Mario 02: Balloon Fight 50: Metal Battle 51: Battlefield

0x25 // Lips Stick Dust

HMN7

4e: Final Destination

0x26 // Super Scope Beam

HMN8

53: Targets!

0x27 // Ray Gun Beam

HMN9

26: Multi-Man Melee 1

0x28 // Hammer Head 0x29 // Flower 0x2A // Yoshi's egg (Event)

RANDOM AAAA

MONSTERS 0x2B // Goomba (DKuriboh) 0x2C // Redead (Leadead) 0x2D // Octarok (Octarock) 0x2E // Ottosea

1DER 2BIT 2L8 2PAY 401K 4BDN

0x1A // Master Hand 0x1B // Wireframe Male (Boy) 0x1C // Wireframe Female (Girl)

0x1E // Crazy Hand 0x1F // Sandbag 0x20 // Popo 0x21 // User Select(Event) / None

// Princess Peach's Castle (Castle) // Kongo Jungle (Kongo) // Brinstar (Zebes) // Corneria

026 [01A] // Icetop 027 [01B] // Flat Zone 028 [01C] // Dream Land N64 (old ppp) 029 [01D] // Yoshi's Island N64 (old yosh) 030 [01E] // Kongo Jungle N64 (old kong) 031 [01F] // Battlefield (battle) 032 [020] // Final Destination (last) TARGET TEST 033 [021] // Target Test 034 [022] // Target Test (TCaptain) 035 [023] // Target Test (TClink) 036 [024] // Target Test (TDonkey) 037 [025] // Target Test (TDrmario) 038 [026] // Target Test 039 [027] // Target Test 040 [028] // Target Test (TIceclim) 041 [029] // Target Test 042 [02A] // Target Test 043 [02B] // Target Test 044 [02C] // Target Test 045 [02D] // Target Test 046 [02E] // Target Test (TMewtwo) 047 [02F] // Target Test 048 [030] // Target Test 049 [031] // Target Test 050 [032] // Target Test (TPikachu) 051 [033] // Target Test 052 [034] // Target Test 053 [035] // Target Test 054 [036] // Target Test 055 [037] // Target Test 056 [038] // Target Test Watch (TGamewat) 057 [039] // Target Test 058 [03A] // Target Test (TGanon)

// Mario (TMario) // C. Falcon

0x0E // Green Shell (G Shell)

0x0F = Lips Stick 0x10+ = Nothing (no graphic)

10000000 (128) // Vibration Setting on

04: Princess Peach's Castle 42: Rainbow Cruise 21: Kongo Jungle 32: Jungle Japes 6502 22: Great Bay

07 = // defensive 08 = // struggle 09 = // freak 0A = // cooperate 0B = // splwlink (Bomb-Fest Event Link) 0C = // splwsamus (BombFest Event Samus) 0D = // onlyitem 0E = // evzelda (Hide 'n' Sheik Event Zelda)

0x18 // Pichu 0x19 // Ganondorf

// Sheik // Ness // Peach // Popo

03 = // jump 04 = // normal

4E20: Narrator game title shouts 7530: Narrator game modes 9C40: Narrator single-player phrases C350: Narrator versus phrases 7C830: Narrator character calls + Additional phrases

// Young Link // Donkey Kong // Dr. Mario // Falco (TFalco) // Fox (TFox) // Ice Climbers // Kirby (TKirby) // Bowser (TKoopa) // Link (TLink) // Luigi (TLuigi) // Marth (TMars) // Mewtwo

0x2F // Stone(Octarok Projectile) // Ness (TNess) // Peach (TPeach) // Pichu (TPichu) // Pikachu // Jigglypuff (TPurin) // Samus (TSamus) // Sheik (TSeak) // Yoshi (TYoshi // Zelda (TZelda) // Mr. Game & // Roy (TEmblem) // Ganondorf

ADVENTURE MODE 059 [03B] // 1 //1 Kinoko (Mushroom Kingdom Adventure) 060 [03C] // 1 //2 Castle (vs Peach & Mario [or luigi]) 061 [03D] // 2 //1 Kongo (vs 2 mini Donkey Kongs) 062 [03E] // 2 //2 Garden (vs Donkey Kong) 063 [03F] // 3 //1 Meiktu (Zelda Adventure [Underground Maze]) 064 [040] // 3 //2 Shrine (vs Zelda) 065 [041] // 4 //1 Zebes (vs Samus) 066 [042] // 4 //2 Dassyut (Escape from Brinstar Adventure) 067 [043] // 5 //1 Greens (vs Kirby) 068 [044] // 5 //2 Greens (vs Kirby Team) 069 [045] // 5 //3 Greens (classic Kirby music) (vs Giant Kirby) 070 [046] // 6 //1 Corneria (vs Fox [or Falco]) 071 [047] // 6 //2 Corneria (vs Fox [or Falco] with massive arwing attack) 072 [048] // 7 //1 Pokémon Stadium (vs Pikachu Team, and 1 Jigglypuff if unlocked, lots of pokeball) 073 [049] // 8 //1 B Route (F //Zero Adventure[F //Zero Grand Prix]) 074 [04A] // 8 //2 Mute City (vs Captain Falcon) 075 [04B] // 9 //1 Onett (vs Ness x3, lots of Mr Saturn) 076 [04C] // 10 //1 Icemt (Icicle Mountain Adventure) 077 [04D] // 10 //2 Icetop (vs Ice Climbers x2) 078 [04E] // 11 //1 Battle (vs Fighting Wireframe team, low gravity) 079 [04F] // 11 //2 Battle (vs Metal Mario [& Metal Luigi if unlocked]) 080 [050] // 12 //1 Last (vs Bowser) 081 [051] // 12 //2 Last (vs Giga Bowser) BONUS STAGE 082 [052] // Takisusume (Race to the Finish Classic) 083 [053] // Grab the Trophies (figureget) 084 [054] // Homerun Contest (homerun) 085 [055] // Heal (All-Star's Stage Inbetween Matches) CLASSIC (VS SINGLE CHARACTER) 086 [056] // Princess Peach's Castle (vs Mario) 087 [057] // Rainbow Cruise (vs Mario) 088 [058] // Kongo Jungle (vs Donkey Kong) 089 [059] // Jungle Japes (vs Donkey Kong) 090 [05A] // Great Bay (vs Link) 091 [05B] // Temple (vs Link) 092 [05C] // Brinstar (vs Samus) 093 [05D] // Brinstar Depths (vs Samus) 094 [05E] // Yoshi's Story (vs Yoshi) 095 [05F] // Yoshi's Island (vs Yoshi) 096 [060] // Fountain of Dreams (vs Kirby) 097 [061] // Green Greens (vs Kirby) 098 [062] // Corneria (vs Fox) 099 [063] // Venom (vs Fox) 100 [064] // Pokémon Stadium (Only Pokeballs)(vs Pikachu) 101 [065] // Mushroom Kingdom I (vs Luigi) 102 [066] // Mushroom Kingdom II (vs Luigi) 103 [067] // Mute City (vs Captain Falcon) 104 [068] // Big Blue (vs Captain Falcon) 105 [069] // Onett (vs Ness) 106 [06A] // Fourside (vs Ness) 107 [06B] // Pokémon Stadium (vs Jigglypuff) 108 [06C] // Princess Peach's Castle (vs Bowser) 109 [06D] // Battlefield (vs Bowser) 110 [06E] // Princess Peach's Castle (vs Peach) 111 [06F] // Mushroom Kingdom II (vs Peach) 112 [070] // Temple (vs Zelda) 113 [071] // Great Bay (vs Marth) 114 [072] // Final Destination (vs Mewtwo) 115 [073] // Pokémon Stadium (vs Mewtwo) 116 [074] // Icicle Mountain (vs Ice Climbers) 117 [075] // Icicle Mountain (vs Ice Climbers) 118 [076] // Mushroom Kingdom I (Dr. Mario Music) (vs Dr. Mario) 119 [077] // Great Bay (vs Young Link) 120 [078] // Temple (vs Young Link) 121 [079] // Corneria (vs Falco) 122 [07A] // Venom (vs Falco) 123 [07B] // Great Bay (Unused) 124 [07C] // Pokémon Stadium (Pichu)

27: Multi-Man Melee 2

CHARACTER RELATED 0x30 // Mario's fire

4BY4 4EVA 7HVN AOK

0x31 // Dr.Mario's Capsule 0x32 // Kirby's Cutter beam 0x33 // Kirby's Hammer 0x34 // 0x35 // 0x36 // Fox's Laser

ARCH ARN ASH BAST BBBB BCUZ

0x37 // Falco's Laser 0x38 // Fox's shadow

BETA BOBO

0x39 // Falco's shadow 0x3A // Link's bomb 0x3B // Young Link's bomb

BONE BOO BORT

0x3C // Link's boomerang

BOZO

0x3D // Young Link's boomerang

BUB

0x3E // Link's Hookshot 0x3F // Young Link's Hookshot

BUD BUZZ

0x40 // Arrow 0x41 // Fire Arrow 0x42 // PK Fire

BYRN CHUM COOP

0x43 // PK Flash 0x44 // PK Flash 0x45 // PK Thunder (Primary)

CUBE CUD DAYZ

0x46 // PK Thunder 0x47 // PK Thunder

DIRT DIVA

0x48 // PK Thunder

DNCR

0x49 // PK Thunder

DUCK

0x4A // Fox's Blaster

DUD

0x4B // Falco's Blaster

DUFF

0x4C // Link's Arrow

DV8

0x4D // Young Link's arrow 0x4E // PK Flash (explosion)

ED ELBO

0x4F // Needle(thrown)

FAMI

0x50 // Needle 0x51 // Pikachu's Thunder 0x52 // Pichu's Thunder 0x53 // Mario's cape 0x54 // Dr.Mario's cape

FIDO FILO FIRE FLAV FLEA

0x55 // Smoke (Sheik) 0x56 // Yoshi's egg(thrown) 0x57 // Yoshi's Tongue??

FLYN GBA GCN

0x58 // Yoshi's Star 0x59 // Pikachu's thunder (B) 0x5A // Pikachu's thunder (B)

GLUV GR8 GRIT

0x5B // Pichu's thunder (B) 0x5C // Pichu's thunder (B) 0x5D // Samus's bomb 0x5E // Samus's chargeshot 0x5F // Missile 0x60 // Grapple beam 0x61 // Sheik's chain 0x62 // 0x63 // Turnup 0x64 // Bowser's flame 0x65 // Ness's bat 0x66 // Yoyo 0x67 // Peach's parasol 0x68 // Toad

GRRL GUST GUT HAMB HAND HELA HEYU HI5 HIKU HOOD HYDE IGGY IKE IMPA

0x69 // Luigi's fire 0x6A // Ice(Iceclimbers) 0x6B // Blizzard 0x6C // Zelda's fire 0x6D // Zelda's fire (explosion) 0x6E // 0x6F // Toad's spore 0x70 // Mewtwo's Shadowball

JAZZ JEKL JOJO JUNK KEY KILA KITY KLOB

0x71 // Iceclimbers' Up //B 0x72 // Pesticide

KNEE L33T

0x73 // Manhole 0x74 // Fire(G&W) 0x75 // Parashute 0x76 // Turtle 0x77 // Sperky 0x78 // Judge 0x79 // 0x7A // Sausage

L8ER LCD LOKI LULU MAC MAMA ME MILO

0x7B // Milk (Young Link) 0x7C // Firefighter(G&W) 0x7D // Masterhand's Laser 0x7E // Masterhand's Bullet 0x7F // Crazyhand's Laser 0x80 // Crazyhand's Bullet 0x81 // Crazyhand's Bomb

MIST MOJO MOSH NADA ZZZZ NAVI NELL

CLASSIC (VS TWO CHARACTERS) 125 [07D] // Battlefield (Plays Mario Theme) (vs Team Mario & Bowser) 126 [07E] // Mushroom Kingdom II (vs Team Mario & Peach) 127 [07F] // Kongo Jungle (vs Team DK & Fox) 128 [080] // Temple (vs Team Link & Zelda) 129 [081] // Great Bay (vs Team Link & Young Link) 130 [082] // Mushroom Kingdom I (vs Team Link & Luigi) 131 [083] // Great Bay (Saria's Song) (vs Team Marth & Link) 132 [084] // Big Blue (vs Team Samus & Captain Falcon) 133 [085] // Brinstar (vs Team Samus & Fox) 134 [086] // Yoshi's Story (vs Team Yoshi & Luigi) 135 [087] // Yoshi's Island (vs Team Yoshi & Ness) 136 [088] // Green Greens (vs Team Kirby & Pikachu) 137 [089] // Fountain of Dreams (vs Team Kirby & Pichu) 138 [08A] // Green Greens (vs Team Kirby & Jigglypuff) 139 [08B] // Icicle Mountain (vs Team Kirby & Ice Climbers) 140 [08C] // Corneria (vs Team Fox & Falco) 141 [08D] // Mute City (vs Team Fox & Captain Falcon) 142 [08E] // Pokémon Stadium (vs Team Pikachu & Pichu) 143 [08F] // Pokémon Stadium (vs Team Pikachu & Jigglypuff) 144 [090] // Mushroom Kingdom I (vs Team Luigi & Dr. Mario) 145 [091] // Onett (alt music) (vs Team Ness & Peach) 146 [092] // Fourside (vs Team Ness & Mewtwo) 147 [093] // Big Blue (mRider song) (vs Team Captain Falcon & Falco) 148 [094] // Battlefield (vs Team Bowser & Mewtwo) 149 [095] // Battlefield (vs Team Bowser & Peach) 150 [096] // Battlefield (vs Team Bowser & Zelda) 151 [097] // Temple (vs Team Peach & Zelda) 152 [098] // Great Bay (Saria's Song) (vs Team Zelda & Young Link) 153 [099] // Temple (Emblem) (vs Team Zelda & Marth) 154 [09A] // Great Bay (Unused)

CLASSIC (VS GIANT CHARACTER) 155 [09B] // Princess Peach's Castle (vs Giant Mario) 156 [09C] // Kongo Jungle (vs Giant DK) 157 [09D] // Great Bay (vs vs Giant Link) 158 [09E] // Yoshi's Story (vs Giant Yoshi) 159 [09F] // Mushroom Kingdom II (vs Giant Luigi) 160 [0A0] // Mute City (vs Giant Captain Falcon) 161 [0A1] // Pokémon Stadium (vs Giant Jigglypuff) 162 [0A2] // Fountain of Dreams (vs Giant Bowser) 163 [0A3] // Mushroom Kingdom I (vs Giant Dr. Mario) 164 [0A4] // Temple (vs Giant Young Link) CLASSIC (VS TEAM CHARACTER) 165 [0A5] // Rainbow Cruise (vs Team Mario) 166 [0A6] // Jungle Japes (vs Team Donkey Kong) 167 [0A7] // Fountain of Dreams (vs Team Kirby) 168 [0A8] // Mushroom Kingdom II (vs Team Luigi) 169 [0A9] // Onett (vs Team Ness) 170 [0AA] // Pokémon Stadium (vs Team Jigglypuff) 171 [0AB] // Icicle Mountain (Unused) 172 [0AC] // Pokémon Stadium (vs Team Pichu) 173 [0AD] // Flat Zone (vs Team Game & Watch) 174 [0AE] // Mute City (vs Team Captain Falcon) CLASSIC FINAL 175 [0AF] // Battlefield (No items) (vs Metal Character) 176 [0B0] // Final Destination (No items) (vs Master Hand) ALL-STAR 177 [0B1] // Rainbow Cruise (vs Mario) 178 [0B2] // Kongo Jungle (vs Donkey Kong) 179 [0B3] // Great Bay (vs Link) 180 [0B4] // Brinstar (vs Samus) 181 [0B5] // Yoshi's Story (vs Yoshi) 182 [0B6] // Green Greens (vs Kirby) 183 [0B7] // Corneria (vs Fox) 184 [0B8] // Pokémon Stadium (vs Pikachu) 185 [0B9] // Mushroom Kingdom I (vs Luigi) 186 [0BA] // Mute City (vs Captain Falcon) 187 [0BB] // Onett (vs Ness) 188 [0BC] // Poké Floats (vs Jigglypuff) 189 [0BD] // Icicle Mountain (vs Ice Climbers) 190 [0BE] // Princess Peach's Castle (vs Peach) 191 [0BF] // Temple (vs Zelda) 192 [0C0] // Fountain of Dreams (Emblem Music) (vs Marth) 193 [0C1] // Battlefield (Poké Floats song) (vs Mewtwo) 194 [0C2] // Yoshi's Island (vs Bowser) 195 [0C3] // Mushroom Kingdom II (Dr Mario Music) (vs Dr Mario) 196 [0C4] // Jungle Japes (vs Young Link) 197 [0C5] // Venom (vs Falco) 198 [0C6] // Fourside (vs Pichu) 199 [0C7] // Final Destination (Emblem Music) (vs Roy) 200 [0C8] // Flat Zone (vs Team Game & Watch) 201 [0C9] // Brinstar Depths (vs Gannondorf)

EVENT MATCH 202 [0CA] // Battlefield (Event #01) (Trouble King) 203 [0CB] // Temple (Event #18) (Link's Adventure) 204 [0CC] // Princess Peach's Castle (Event #03) (Bomb-fest) 205 [0CD] // Yoshi's Story (Event #04) (Dinowrangling) 206 [0CE] // Onett (Event #05) (Spare Change) 207 [0CF] // Fountain of Dreams (Event #06) (Kirbys on Parade) 208 [0D0] // Pokémon Stadium (Event #07) (Pokémon Battle) 209 [0D1] // Brinstar (Event #08) (Hot Date on Brinstar) 210 [0D2] // Great Bay (Event #09) (Hide 'n' Sheik) 211 [0D3] // Yoshi's Island (Event #10) (AllStar Match 1-1 /vs Mario) 212 [0D4] // Icicle Mountain (Event #11) (King of the Mountain) 213 [0D5] // Mute City (Event #12) (Seconds, Anyone?) 214 [0D6] // Rainbow Cruise (Event #13) (Yoshi's Egg) 215 [0D7] // Goomba (Event #14) (Trophy Tussle 1) 216 [0D8] // Battlefield (Event #44) (Mewtwo Strikes!) 217 [0D9] // Corneria (Event #16) (Kirby's Airraid) 218 [0DA] // Jungle Japes (F-Zero Music) (Event #17) (Bounty Hunters) 219 [0DB] // Kongo Jungle (Event #2) (Lord of the Jungle) 220 [0DC] // Final Destination (Event #19) (Peach's Peril) 221 [0DD] // Brinstar (Event #20) (All-Star Match 2-1 /vs Samus) 222 [0DE] // Princess Peach's Castle (Event #21) (Ice Breaker) 223 [0DF] // Mushroom Kingdom II (Event #22) (Super Mario 128) 224 [0E0] // Brinstar Depths (Event #27) (Cold Armor) 225 [0E1] // Yoshi's Island (Event #24) (The Yoshi Herd)

0x82 // Kirby copy Mario's Fire (B) 0x83 // Kirby copy Dr. Mario's Capsule (B)

NEWT NOOK

0x84 // Kirby copy Luigi's Fire (B) 0x85 // Kirby copy IceClimber's IceCube (B) 0x86 // Kirby copy Peach's Toad (B) 0x87 // Kirby copy Toad's Spore (B) 0x88 // Kirby copy Fox's Laser (B) 0x89 // Kirby copy Falco's Laser (B) 0x8A // Kirby copy Fox's Blaster (B) 0x8B // Kirby copy Falco's Blaster (B) 0x8C // Kirby copy Link's Arrow (B) 0x8D // Kirby copy Young Link's Arrow (B) 0x8E // Kirby copy Link's Arrow (B) 0x8F // Kirby copy Young Link's Arrow (B) 0x90 // Kirby copy Mewtwo's Shadowball (B)

NEWB

0x91 // Kirby copy PK Flash (B) 0x92 // Kirby copy PK Flash Explosion (B) 0x93 // Kirby copy Pikachu's Thunder (B) 0x94 // Kirby copy Pikachu's Thunder (B) 0x95 // Kirby copy Pichu's Thunder (B) 0x96 // Kirby copy Pichu's Thunder (B) 0x97 // Kirby copy Samus' Chargeshot (B) 0x98 // Kirby copy Sheik's Needle (thrown) (B) 0x99 // Kirby copy Sheik's Needle (ground) (B) 0x9A // Kirby copy Bowser's Flame (B) 0x9B // Kirby copy Mr. Game & Watch's Sausage (B)

ROT8

0x9C // (unique) 0x9D // Yoshi's Tongue?? (B) 0x9E // (unique)

SPUD

0x9F // Coin

THUG

0xA0 // (unique)

TIRE TLOZ TNDO

POKEMON 0xA0 // Used for Random Pokemon value

ODIN OLAF OOPS OPUS PAPA PIT POP PKMN QTPI RAM RNDM ROBN

RUTO SAMI SET SETI SHIG SK8R SLIM SMOK SNES SNTA

STAR THOR

TOAD

0xA1 // Goldeen (Tosakinto) 0xA2 // Chicorita 0xA3 // Snorlax 0xA4 // Blastoise

TOMM UNO WALK WART

0xA5 // Weezing (Matadogas)

WARZ

0xA6 // Charizard (Lizardon)

WITH

0xA7 // Moltres

YETI

0xA8 // Zapdos

YNOT

0xA9 // Articuno 0xAA // Wobbuffet 0xAB // Scizor 0xAC // Unown 0xAD // Entei

ZAXO ZETA ZOD ZOE WORM

0xAE // Raikou

GEEK

0xAF // Suicune

DUDE

0xB0 // Bellossom (Kireihana) 0xB1 // Electrode (Marumine)

WYRN BLOB

0xB2 // Lugia 0xB3 // Ho-oh 0xB4 // Ditto (Metamon) 0xB5 // Clefairy 0xB6 // Togepi 0xB7 // Mew 0xB8 // Celebi 0xB9 // Staryu (Hitodeman) 0xBA // Chansey 0xBB // Porygon2 0xBC // Cyndaquil (Hinoarashi) 0xBD // Marill 0xBE // Venusaur (Fushigibana) POKEMON RELATED 0xBF // Chicorita's Leaf 0xC0 // Blastoise's Water 0xC1 // Weezing's Gas 0xC2 // Weezing's Gas 0xC3 // Charizard's Breath 0xC4 // Charizard's Breath 0xC5 // Charizard's Breath 0xC6 // Charizard's Breath 0xC7 // Mini-Unowns 0xC8 // Lugia's Aeroblast 0xC9 // Lugia's Aeroblast 0xCA // Lugia's Aeroblast 0xCB // Ho-Oh's Flame 0xCC // Staryu's Star 0xCD // Healing Egg 0xCE // Cyndaquil's Fire 0xCF //

MONSTERS 2 0xD0 // Old Goomba (Old-Kuri) 0xD1 // Target (Mato) 0xD2 // Shyguy (Heiho) 0xD3 // Koopa(Green) (Nokonoko) 0xD4 // Koopa(Red) (PataPata) 0xD5 // Likelile 0xD6 // Old Redead (old-lead) [invalid] 0xD7 // Old Octorok(old-octa) [invalid] 0xD8 // Old Ottosea (old-otto) 0xD9 // White Bear (whitebea) 0xDA // Klap 0xDB // Green Shell (zgshell) 0xDC // Red Shell (green act) (zrshell)

STAGE SPECIFIC 0xDD // Tingle (on balloon) 0xDE // [Invalid] 0xDF // [Invalid] 0xE0 // [Invalid] 0xE1 // Apple 0xE2 // Healing Apple 0xE3 // [Invalid] 0xE4 // [Invalid] 0xE5 // [Invalid] 0xE6 // Tool (Flatzone) 0xE7 // [Invalid] 0xE8 // [Invalid] 0xE9 // Birdo

226 [0E2] // Fourside (DK Rap) (Event #25) (Gargantuans) 227 [0E3] // Entei (Event #26) (Trophy Tussle 2) 228 [0E4] // Venom (Event #23) (Slippy's Invention) 229 [0E5] // Green Greens (Event #28) (Puffballs Unite) 230 [0E6] // Temple (Great Bay music) (Event #29) (Triforce Gathering) 231 [0E7] // Fountain of Dreams (Event #15) (Girl Power) 232 [0E8] // Mushroom Kingdom I (Event #31) (Mario Bros. Madness) 233 [0E9] // Corneria (Many Arwings) (Event #32) (Target Acquired) 234 [0EA] // F //Zero Adventure Stage (Event #33) (Lethal Marathon) 235 [0EB] // Great Bay (Event #34) (Seven Years) 236 [0EC] // Dream Land (Event #35) (Time for a Checkup) 237 [0ED] // Fourside (Event #36) (Space Travelers) 238 [0EE] // Fountain of Dreams (Event #30) (All-Star Match 3-1 /vs Kirby) 239 [0EF] // Mushroom Kingdom II (Event #38) (Super Mario Bros. 2) 240 [0F0] // Pokémon Stadium (Event #39) (Jigglypuff Live!) 241 [0F1] // Temple (Emblem Music) (Event #40) (All-Star Match 4-1 /vs Marth) 242 [0F2] // Temple (Emblem Music) (Event #41) (En Garde!) 243 [0F3] // Poké Floats (Event #42) (Trouble King 2) 244 [0F4] // Big Blue (Event #43) (Birds of Prey) 245 [0F5] // Battlefield (Event #37) (Legendary Pokemon) 246 [0F6] // Flat Zone (Event #45) (Game and Watch Forever!) 247 [0F7] // Temple (Emblem Music) (Event #46) (Fire Emblem Pride) 248 [0F8] // Majora's Mask (Event #47) (Trophy Tussle 3) 249 [0F9] // Yoshi's Story (Event #48) (Pikachu and Pichu) 250 [0FA] // Mushroom Kingdom I (Event #49) (All-Star Match Deluxe 5-1 /vs Dr Mario) 251 [0FB] // Final Destination (Final Destination Match) (Event #50) 252 [0FC] // Final Destination (The Showdown) (Event #51) 253 [0FD] // Jungle Japes (DK Rap) (Event #10) (All-Star Match 1-2 /vs DK) 254 [0FE] // Yoshi's Story (Event #10) (AllStar Match 1-3 /vs Yoshi) 255 [0FF] // Princess Peach's Castle (Event #10) (All-Star Match 1-4 /vs Peach) 256 [100] // Rainbow Cruise (Event #10) (AllStar Match 1-5 /vs Bowser) 257 [101] // Great Bay (All-Star Match 2-2 /vs Link) 258 [102] // Temple (All-Star Match 2-3 /vs Zelda) 259 [103] // Mute City (All-Star Match 2-4 /vs Captain Falcon) 260 [104] // Corneria (All-Star Match 2-5 /vs Fox) 261 [105] // Pokémon Stadium (All-Star Match 3-2 /vs Pikachu) 262 [106] // Onett (All-Star Match 3-3 /vs Ness) 263 [107] // Icicle Mountain (All-Star Match 34 /vs Ice Climbers) 264 [108] // Mushroom Kingdom II (All-Star Match 4-2 /vs Luigi) 265 [109] // Poké Floats (All-Star Match 4-3 /vs Jigglypuff) 266 [10A] // Final Destination (All-Star Match 4-4 /vs Mewtwo) 267 [10B] // Flat Zone (All-Star Match 4-5 /vs Mr Game & Watch) 268 [10C] // Venom (All-Star Match Deluxe 52 /vs Falco) 269 [10D] // Pokémon Stadium (All-Star Match Deluxe 5-3 /vs Pichu) 270 [10E] // Great Bay (Saria's Song) (All-Star Match Deluxe 5-4 /vs Young Link) 271 [10F] // Temple (Emblem Music) (All-Star Match Deluxe 5-5 /vs Roy) 272 [110] // Final Destination (All-Star Match Deluxe 5-6 /vs Gannondorf) UNLOCKABLES 273 [111] // Battlefield (NO CHARA) 274 [112] // Pokémon Stadium //Unlocking Jigglypuff 275 [113] // Final Destination (Great Bay music) //Unlocking Gannondorf? 276 [114] // Mushroom Kingdom II //Unlocking Luigi 277 [115] // Fountain of Dreams //Unlocking Marth 278 [116] // Flat Zone //Unlocking Mr Game and Watch 279 [117] // Princess Peach's Castle (DR Mario song) //Unlocking Dr Mario 280 [118] // Final Destination //Unlocking Mewtwo? 281 [119] // Great Bay (Saria's Song) //Unlocking Young Link 282 [11A] // Battlefield (Corneria Music) //Unlocking Falco 283 [11B] // Pokémon Stadium //Unlocking Pichu? 284 [11C] // Temple (Emblem Music) //Unlocking Roy? MULTI-MAN MELEE 285 [11D] // Battlefield (Multi-Man Melee)

0xEA // Arwing Laser 0xEB // Great Fox's Laser 0xEC // Birdo's Egg

Address Offset

Effect

Comments

Generic Entity Struct 0x00 0x04 0x08 0x0C 0x10 0x14

This is the same entity structure used by players, objects, and items Short Entity Class. Byte Unk1. Byte Unk2. - Ex. 0x00040805 Short $0. Byte $3. Byte Class.(?) - Ex. 0x00000304

0x44

Length 0x44 Flags Flags Next entity's data pointer Previous Entity's data pointer Next Entity's data pointer (Repeated) Previous Entity's data pointer (Repeated) Pointer to Linked List -0x20 before Next Entity's Data Pointer to Unk Function 0x00000000 0x00000000 Pointer to Unk Struct Pointer to Entity Data Pointer to Destructor Function? Pointer to Linked List Pointer to Linked List -0x20 before Current Entity's Data

Camera Struct 0x00

Pointer to Entity Struct

0x04 0x08 0x0C 0x10 0x14 0x18 0x1C 0x2C 0x30 0x34 0x3C 0x40 0x44 0x84 0x88 0x3D8 0x3DC 0x3E0 0x3E4 0x3E8 0x3EC

Camera Type Background Color View Distance? Distance to Background? Pan Angle Tilt Angle Tilt Angle 2? Pan Around Point Angle? Tilt Around Point Angle? Depth Tilt Around Point Angle (Repeated) Depth (Repeated) Field of View X Translation Y Translation Tracking X-Coordinate Tracking Y-Coordinate Tracking Z-Coordinate Type 8: X-Coordinate Type 8: Y-Coordinate Type 8: Z-Coordinate

Item Data Struct 0x00 0x04 0x08 0x0C 0x10 0x14 0x1C 0x20 0x28 0x2C 0x30 0x34 0x38 0x40 0x44 0x48 0x4C 0x50 0x54 0xB0 0xB8 0xBC 0x378 0x518 0x574 0x578 0x57C 0x580 0x584 0x588 0x58C 0x590 0x594 0x5C4 0xD44 0xE00 0xE38 0xE3C

Length 0x1000 Pointer to Next Entity Struct Pointer to Entity Struct ??? ??? Item Type Item Sub Type Item Spawn Count ??? State Index Direction Direction (Repeated?) ??? ??? X Velocity Y Velocity Z Velocity? X Position Y Position Z Position? Direction (Repeated?) Pointer to Static Item Data Pointer to More Static Item Data Start of Physics Struct Pointer to "Owner" Character Data rrggbbaa Red Green Blue Alpha Red Blink Rate Blue Blink Rate Green Blink Rate Alpha Blink Rate Enable Color Time till Expiration Pointer to "Owner" Static Player Block ??? Flag ??? Offset

Item Function Table Struct 0x00 0x04 0x08 0x0C 0x10 0x14

Length 0x3C Pointer to Statedata OnCreate (item_t*) OnDestroy (item_t*) OnPickup (item_t*) OnRelease(item_t*) OnThrow (item_t*)

0x18 0x1C

OnHitCollision(item_t*) OnTakeDamage(item_t*)

0x18 0x1C 0x20 0x24 0x28 0x2C 0x30 0x40

Pointers to prev* and next*, size, int[5]. Assumed 0x20 bytes wide Always seems to be 0x80080E18(entity_t*, int code) for players and 0x8026EECC for items, called each frame

For Players, this is a pointer to 0x60. This is not true of Items. Always 0x8006DABC for players. 0x8026AE10 for Blaster, possibly same for other items. Pointers to prev* and next*, size, int[5]. Assumed 0x20 bytes wide Pointers to prev* and next*, size, int[5]. Assumed 0x20 bytes wide Typically found at 80452C68 Int. Index used by 803BCB18. 0 = Normal, 1 = Pause, 2 = One Player View (Off-Center), 3 = One Player View (Centered), 4 = Fixed, 5 = Crazy, 6 = Demo, 8 = Developer Locked Byte. First 6 bits are hex color code Float Float Float. + = Right, - = Left. Float. + = Up, - = Down. Float. Only seems to tilt downward. Setting it causes the camera to jump to P1, if unpaused Float Float Float. + = Further Away Float. Float. Upper Limit set by Stage Data. Float Float. + = Right, - = Left. Float. + = Up, - = Down. Float Float Float Float. Float. Float.

0x08 & 0x0C are either flags or garbage. Only set after something expires it seems.

0x08 = Player Spawned? Possibly flags. Seems to be set when an item has expired, like a laser. 0 = On Ground, 2 = Held, 3 = Airborne (This index is used for 0xBC function pointers) Float. -1 to 1 Float. Float. 0.0 for Fox's Laser, 200.0 for Mario's Fireball Float. 1 to 0.85 generally for things like Fox's Laser

Points to various function pointers related to the item 4 Sets of XYZ, as seen in Char Data Does not change after item is thrown Set based on the following 4 Floats Float. 0 - 255 Float. 0 - 255 Float. 0 - 255 Float. 0 - 255 (255 = item is 100% of color, 0 = no color change) Float Float Float Float 0x80 to Apply Color (Melee uses 0x91 according to similar Char Data) Float Byte. Used in Destroy/Heal function of Maxim Tomato Added to 0x80473A18 for (0x80473A18 + Offset) + 0x90 = 0

This list of pointers for all items is just above the start of the Item Function Table Not always used, but can be seen with items like the Box or acts as the Heal function for healing items This is your R+A throw away Functionally, this is actually a collision check, since it occurs multiple times before hits are actually registered. If this function returns 1, the item is 'instant on touch' For Mr. Saturn, this only occurs when it collides with another Mr. Saturn

0x20 0x24 0x28 0x2C 0x30 0x34 0x38 0x3C

OnFallOffEdge (item_t *, item->item_data->0xB8)

Spawn Item Struct 0x00 0x04 0x08 0x0C 0x10 0x14 0x18 0x1C 0x20 0x24 0x28 0x2C 0x30 0x34 0x38 0x44 0x48 0x50 0x54

Length 0x58? Pointer to Player Entity Pointer to Player Entity (Repeated?) Item Type Index Sub Type? Unk Pointer X (Horizontal) Position Y (Vertical) Position Z (Depth) Position X Position (Repeated) Y Position (Repeated) Z Position (Repeated) X Velocity Y Velocity Z Velocity Angular Velocity 0x80000000 "Is Spawned" Flag Pointer to Player Article Floating Points Pointer to Player Character Data

Used for the SpawnEntity function Not always applicable. Used for characters like Peach

Spawn Player Struct 0x00 0x05 0x06 0x07

Possible Length 0xC Player Slot Unknown Flags

Int Byte Byte. Generally 0xFF Byte. 0x2A = Normal, 0x80 = Nana, 0x00 = Player Clone, 0x29 = Multi-Man Fight

0x00000000

Set to 0 by SpawnEntity; is never read. May be leftover garbage from the stack. Float Float Float Float Float Float Float Float Float Float. 1 or -1 Set to 1 by SpawnItem Used by Fox's Laser and presumably anything else modified by Article FP

Offset 0x9FE0 0x9FE4

Hex 3E8F5C29 3E8F5C29

Default value 0.28 0.28

0x9FE8 0x9FEC 0x9FF0 0x9FF4 0x9FF8 0x9FFC 0xA024 0xA02C 0xA050 0xA054 0xA0C4 0xA0C8 0xA0D4 0xA0D8 0xA0E0 0xA0E4 0xA0E8 0xA0EC 0xA0F0 0xA0F4 0xA0F8 0xA0FC 0xA134 0xA138 0xA170 0xA174 0xA178 0xA17C 0xA180 0xA184 0xA188 0xA1FC 0xA230 0xA288 0xA28C 0xA2F4 0xA2F8 0xA324 0xA428 0xA42C 0xA430 0xA438 0xA444 0xA448 0xA474 0xA478 0xA47C 0xA490 0xA494 0xA498 0xA4D4 0xA4E0 0xA5E0 0xA5EC 0xA600

3E800000 3E800000 3E99999A 3EB33333 3E800000 00000028 40800000 41A00000 3F29999A 00000004 00000007 40000000 3C23D70A 40000000 3CF5C28F 000000000 451C4000 42C80000 3DCCCCCD 3D4CCCCD 41200000 3FB33333 3ECCCCCD 41200000 3F733333 41A00000 3EAAAAAB 40400000 3F2AAAAB 3FC00000 41900000 3F0CCCCD 41A00000 3F400000 3F000000 BF333333 00000004 41200000 3F000000 3F000001 3E99999A 3FB33333 3F28F5C3 40C00000 3E800000 0000001E 0000001E 3F333333 00000004 40C00000 3F4CCCCD 0000003C 41100000 3F333333 00000012

0.25 0.25 0.30 0.35 0.25 40 4 20 0.6625 4 7 2 0.01 2.0 0.03 0.0 2500.0 100.0 0.1 0.05 10.0 1.4 0.4 10 0.95 20.000000 0.333333 3 0.666667 1.5 18 0.55 20 0.75 0.5 -0.7 4 10 0.5 0.6 0.3 1.4 0.66 6 0.25 30 30 0.7 4 6 0.8 60 9 0.7 18

0xA668 0xA66C 0xA670 0xA6A0 0xA6A4

000001E0 00000064 000000B4 0000001E 0000001E

480 100 180 30 30

0xA748 0xA74C 0xA750 0xA754 0xA788 0xA78C 0xA790 0xA794 0xA7C8 0xA7CC 0xA7D0 0xC768 0xC76C 0xCEB8 0xCEBC 0xCEC0 0xCEC4 0xCEC8 0xCECC 0xCED0 0xCED4 0xCED8 0xCEDC

43020000 3F4CCCCD 40400000 00000005 3C23D70A 0000003C 00000096 00000001 00000104 00000118 00000008 48000000 FFFF80AA F2595900 6666FF00 FFBF4000 4DE64D00 80808000 FFCCCC00 CCCCCC00 FFFFB200 CCFFCC00 FFFFFF00

130 0.8 3 5 0.01 60 150 1 260 280 8 Unknown 255,255,128,170 242,89,89 102,102,255 255,19,244 77,54,77 128,128,128 255,204,204 204,204,204 255,255,178 204,255,204 255,255,255

Effect joystick & c-stick x-axis dead zone joystick & c-stick y-axis dead zone joystick X needed for cardinal direction change button timer data joystick Y needed for cardinal direction change button timer data L/R Analog dead zone L/R Analog stored when pressing Z analog data needed for change button timer data (assumption) tech dead window (cannot tech for 40 frames after performing a tech) (dashing) frame at which fsmash interrupt window ends (dashing) frame at which dash attack interrupt window ends minimum +Y joystick axis value to tap jump max frames since joystick cardinal direction change into Y-axis for tap jumping l-cancel, frames before landing to hit L/R/Z l-cancel, animation speed division Weight based knockback reduction multiplier? Knockback formula value 1(?) Knockback formula value 2(?) Knockback formula value 3(?)(Minimum knockback?) Maximum Knockback Throw knockback multiplier(?) Knockback formula value 4(?)(Minimum knockback?) Knockback formula value 5(?) WDSK Knockback multiplier Knockback formula value 6(?) Hitstun multiplier Something to do with tumbling? V-cancelling knockback reduction Max number of frames of hitlag damage multiplier for frames of hitlag Base hitlag Hitlag multiplier on crouching Electric hitlag multiplier Max DI(?) y joystick window for up-b and down-b (negated) Window to tech after hitting L/R Powershield size ratio Reflected projectiles damage ratio (powershield) min Y joystick for spotdodge max frames since joystick cardinal direction change into Y-axis for spot dodging Airdodge(wavedash) landing lag Air-dodge special fall horizontal tumble multiplier Shield angling speed Player on player collision x-push Player on player collision z-push Y joystick for shield dropping (negated) max frames since joystick cardinal direction change into Y-axis for shield dropping Joystick position to drop from ledge Frames before you can regrab the ledge Frames of ledge intangibility minimum smash DI threshold formula number cardinal direction change for Smash DI smash DI x/y coord movement normalization Blast zone death blast graphic scale Death respawn timer (how long before you respawn) Grounded attack element reduction per input (frames) Multiplier for damage in bury formula Grounded attack element frames of invincibilty on exit super/poison mushroom timing (frames) damage percent compare when obtaining mushroom super/poison mushroom timing if > 100% damage (I think) Initial spawn platform player stretch timer (Keyframes of player stretching) Initial spawn platform compression timer (Volume of spawn platform) disable walljumping after riding wall for this time (frames) joystick x axis min value for walljumping max frames since joystick cardinal direction change into x-axis for walljumping & spot dodging frames of "stick to wall" during walljump Amount of overlap between hitboxes to count as phantom Magnifier loop damage loop time (frames) Magnifier loop damage max percent allowed Magnifier loop damage Meteor smash lower angle limit Meteor smash upper angle limit Meteor cancel window timing(frames) Smash charge aura lighting/blinking Smash charge aura color Player 1 shield color Player 2 shield color Player 3 shield color Player 4 shield color CPU shield color? (assumption) Player 1 death flash color Player 2 death flash color Player 3 death flash color Player 4 death flash color CPU death flash color? (assumption)

Comments

(Knockback related)(higher values = more reduction) (Higher = More knockback) (Affects at 0 percent, so not damage) (High values will insta-kill) (Higher = More knockback) (Affects at 0 percent, so not damage) (High values will insta-kill) (Higher = More knockback) (Affects at 0 percent, so not damage) (High values will insta-kill)

(Higher = More knockback) (Affects at 0 percent, so not damage) (High values will insta-kill) (Higher = More knockback) (Affects at 0 percent, so not damage) (High values will insta-kill) (Higher = More knockback) (Higher = More knockback) (Affects at 0 percent, so not damage) (High values will insta-kill)(probably is more knockback values just ahead of this, but w/e, I spent about an hour mapping 10 knockback values) (Hillarious)

(How fast you tumble in special fall)(High values will cause it to hang with ALMOST no chance of game unfreezing) (High values will cause it to hang) (High values cause instant death) (How much momentum is given upon touching another player) (How much momentum is given upon touching another player) (doesn't SDI if hold count is greater than or equal to 6)

If (xjoy * xjoy) + (yjoy * yjoy) < (0.7 * 0.7) Apply no SDI (greater than or equal to is false) (joystick value multiplied by this) (SDI Strength)

(Setting this to zero will probably hang upon starting a game!) Player is Stretched out at start of match. Both this and Platform compression timer run at same time. Both must be complete to leave platform Spawn platform is compressed to nothing

If the overlap is less than this number, but greater than 0, hit will be phantom Any percent higher and you won't take damage (Lowest angle for meteor smash) (Highest angle for meteor smash) (Very unexplored format) (rgb(a?)) (rgb(a?)) (rgb(a?)) (rgb(a?)) (rgb(a?)) (rgb(a?)) (rgb(a?)) (rgb(a?)) (rgb(a?)) (rgb(a?)) (rgb(a?))

0x00 0x04 0x08 0x0C

Static Stage Info Struct Camera boundry - Left Camera boundry - Right Camera boundry - Top Camera boundry - Bottom

0x10 0x14 0x18

Blast Zones/Camera X offset Blast Zones/Camera Y offset Blast Zones/Camera Vertical Tilt

0x1C 0x20 0x24 0x28 0x2C 0x30 0x34 0x38 0x40 0x44 0x48 0x4C 0x50 0x54 0x58 0x5C 0x60 0x64 0x68 0x6C 0x70 0x74 0x78 0x7C 0x80 0x84 0x88 0x8C 0x98 0x9C 0x12C 0x178 0x17C 0x180 0x184 0x18C 0x190 0x280 0x284 0x288 0x28C 0x290 0x294 0x298 0x29C 0x4D4 0x4D8 0x4DC 0x4E0 0x694 0x6A8 0x6AC 0x6B0 0x6B4 0x6B8 0x6BC 0x6C0 0x6C4 0x6CC 0x6D0 0x6D2 0x6D4 0x6D8 0x6DC 0x6E0 0x6E4 0x724 0x728 0x740

Camera Pan on X axis Camera Tilt on Y axis Camera tilt amount while grounded? Camera Tracking Camera Non-Moving Zoom Camera Tracking Smoothness Camera Zoom to Character? Max Camera Depth Camera Minimum Z Pos on Pause Camera Initial Z Pos on Pause Camera Max Z Pos on Pause Normal Camera X? Normal Camera Y? Normal Camera Z? Normal Camera Zoom Fixed Camera X Fixed Camera Y Fixed Camera Z / Depth Max Fixed Camera Zoom Fixed Camera Around X Fixed Camera Focus Point on X Blast zone position - Left Blast zone position - Right Blast zone position - Top Blast zone position - Bottom Unk Internal Stage ID Unk Music ID for current stage Frame of Last Bomb Rain Drop Unk Pointer to Stage Specific Function Stage Specific Function Stage Entity Pointer 1 Stage Entity Pointer 2 Stage Entity Pointer 3 Stage Entity Pointer 4 Pointer to P1 Spawn Point Bone Pointer to P2 Spawn Point Bone Pointer to P3 Spawn Point Bone Pointer to P4 Spawn Point Bone Pointer to P1 Respawn Point Bone Pointer to P2 Respawn Point Bone Pointer to P3 Respawn Point Bone Pointer to P4 Respawn Point Bone Camera Limit Left-Top Pointer Camera Limit Right-Bottom Pointer Blast Zone Left-Top Pointer Blast Zone Bottom-Right Pointer Unk Itemdata Pointer Coll_data Pointer grGroundParam Pointer ALDYakuAll Pointer Map_ptcl Pointer Map_texg Pointer Yakumono_Param Pointer Map_plit Pointer Quake_model_set Pointer Unk Unk Number of Targets Left in BtT Unk Unk Homerun Contest Distance Unk Flag Unk Unk Unk

Starts at 0x8049E6C8

this changes the amount that the camera tilts based on players location relative to the ground Float. Higher increases characters visible.

0 prevents movement Adjusting brings the camera closer to the stage. Affects 0x40 of the Camera Entity Assumed based on grGroundParam ordering f Float. Used in zz_0224c4c Float. Used in zz_0224c64 Float. Used in zz_0224c7c Float. Used in zz_0224c94 Short. Short. Short. Float. Float. Used in zz_0224cac

Set during Stages_TrophyThink. Drop Count? See ID lists for Internal Stage ID Byte. Used in multiple stage initialization functions and set during ac_StageInfo_InitializeBigAreaWithBonePointers. Something related to respawn point flags Changing this does nothing Short. Set to 0 during ac_StageInfo_InitializeBigAreaWithBonePointers Always a li r3, 0 function just above the main render function. Seems to be rendering on some stages, though for FD it's simply another li r3, 0. Possibly platform related?

Stage info file Stage info file Stage info file Stage info file Short. See zz_01c4a08 From Stage Info file See ac_StageInfo_StageSizeLoad_grGroundParam in Symbol Map

"AtypicalComponent_Param" - Used for non-static stage objects, like the floating platform on Great Bay. See sins_Stgs_SpawnInteractObj in Symbol Map

Byte. Set to -1 during ac_StageInfo_InitializeBigAreaWithBonePointers Byte. Set to 0 during ac_StageInfo_InitializeBigAreaWithBonePointers Byte. Short. Set to 0 during ac_StageInfo_InitializeBigAreaWithBonePointers Byte. Set to 0 during ac_StageInfo_InitializeBigAreaWithBonePointers Float. This is a coordinate offset, rather than the distance normally seen. Short. Float. Always -10000. Set during ac_StageInfo_InitializeBigAreaWithBonePointers Float. Short. Stored by zz_01c5784 and loaded by zz_01c5794

Offset 0x50E4 0x50E8 0x50EC 0x5170 0x5174 0x5178 0x5180 0x519C 0x51A0

Hex 3F11EB85 3F11EB85 3F11EB85 00000001 00000280 000001E0 00000280 41C7FFFF 3F9BBBBF

Value 0.57 0.57 0.57 1 640 480 640 24.999998 1.216667

Effect CSS Puck Lighting Effect 1 CSS Puck Lighting Effect 2 CSS Puck Lighting Effect 3 CSS Screen layer focus? CSS layer Horizontal Stretch CSS layer Vertical Stretch CSS Layer height? CSS Screen zoom CSS Screen Aspect ratio / Horizontal compression

Comments

(More knowledge about the organization of the CSS Screen and layers is required)

(if lowered, part of or all of screen is black)

http://smashboards.com/threads/custom-subaction-event-character-data-modifications.429112/#post-20920399 *Hitbox Data Offsets Start* 0x0 0x4 0x8 0xC 0x10 0x14 0x18 0x1C 0x20 0x24 0x28 0x2C 0x30 0x34 0x38 0x3C 0x40 0x41 0x42 0x43 0x44 0x45 0x46 0x47 0x48 0x4C 0x50 0x54 0x58 0x5C 0x60 0x64 0x68 0x6C

(It would be useful if we could figure out what all these "flags" everywhere mean :/) Hitbox Status ??? Damage (Unstaled, Int) Damage (Staled, Float) Z offset from bone (float) Y offset from bone (float) X offset from bone (float) Size of hitbox (float) Knockback Angle (int) Knockback Growth (int) Weight-Dependent Base Knockback(int) Base Knockback Element (int) Shield Damage (int) Hit SFX (int) Hit SFX type (int) Flags 1 Flags 1 Flags 1 Flags 1 Flags 2 Flags 2 Flags 2 Flags 2 Bone Attachment Data Pointer Z Position (float) Y Position (float) X Position (float) Last Z Position (float) Last Y Position (float) Last X Position (float) Last Collision Z Position (float) Last Collision Y Position (float) Last Collision X Position (float)

(0 is disabled, 1 and 2 (seems to only be 2?) initialize 3, which is enabled) Doesn't actually revalidate hitboxes alone. For use in damage calculation as hitbox damage

Punkline - "(just increments previous index by 3…)" (doesn't exactly seem like that's the case?)

0x00 0x04 0x08 0x0C 0x10 0x14 0x18 0x1C 0x20

Move Table Struct Index Flags 1 Function pointer - animation interrupt Function pointer - input interrupt Function pointer - action physics Function pointer - collision interrupt Function pointer - camera behavior Start of next move

ID 0000 0001 0002 0003 0004 0005 0006 0007 0008 0009 000A

Action State DeadDown DeadLeft DeadRight DeadUp DeadUpStar DeadUpStarIce DeadUpFall DeadUpFallHitCamera DeadUpFallHitCameraFlat DeadUpFallIce DeadUpFallHitCameraIce

000B 000C 000D 000E 000F 0010 0011 0012 0013 0014 0015 0016 0017 0018 0019 001A 001B 001C 001D 001E 001F 0020 0021 0022 0023 0024 0025 0026 0027 0028 0029 002A 002B 002C 002D 002E 002F 0030 0031 0032 0033 0034 0035 0036 0037 0038

Sleep Rebirth RebirthWait Wait WalkSlow WalkMiddle WalkFast Turn TurnRun Dash Run RunDirect RunBrake KneeBend JumpF JumpB JumpAerialF JumpAerialB FallF FallB FallAerial FallAerialF FallAerialB FallSpecial FallSpecialF FallSpecialB DamageFall Squat SquatWait SquatRv Landing LandingFallSpecial Attack11 Attack12 Attack13 Attack100Start Attack100Loop Attack100End AttackDash AttackS3Hi AttackS3HiS AttackS3S AttackS3LwS AttackS3Lw AttackHi3

Note: NOT the same as action state ID. This index is bizarre and different per character it seems.

Points to a function that defines what state is entered at the end of this one. Points to the state's IASA function. Points to the state's physics behavior per frame. Points to the state's function that defines what state to enter when platform collision changes. Points to a function related to camera behavior for the given state.

Description Standard downward death Standard leftward death Standard rightward death Upward death used in 1P "Team Kirby", etc. Standard Star KO Star KO while encased in ice (Freezie) 64-esque front fall, unused, I believe

"Nothing" state, probably - it is the state Shiek/Zelda is in when their counterpart is the one currently playing Entering on halo Waiting on halo Standing state

Pre-jump animation First jump forward First jump backward Aerial jump forward Aerial jump backward Falling straight down Falling with forward DI Falling with backward DI Falling after the second jump Falling after the second jump with forward DI Falling after the second jump with backward DI Special fall after UpB or airdodge Special fall with forward DI Special fall with backward DI Tumbling Going from stand to crouch Crouching Going from crouch to stand Landing state, can be cancelled Landing from special fall Standard attack 1 Standard attack 2 Standard attack 3 Start of a looping standard attack Middle of a looping standard attack End of a looping standard attack Dash attack High Ftilt High-mid Ftilt Mid Ftilt Low-mid Ftilt Low Ftilt Uptilt

Function Address

0x800bfd9c

0039 003A 003B 003C 003D 003E 003F 0040 0041 0042 0043 0044 0045 0046 0047 0048 0049 004A 004B 004C 004D 004E 004F 0050 0051 0052 0053 0054 0055 0056 0057 0058 0059 005A 005B 005C 005D 005E 005F 0060 0061 0062 0063 0064 0065 0066 0067 0068 0069 006A 006B 006C 006D 006E 006F 0070 0071 0072 0073 0074 0075 0076 0077 0078 0079 007A 007B 007C 007D 007E 007F 0080

AttackLw3 AttackS4Hi AttackS4HiS AttackS4S AttackS4LwS AttackS4Lw AttackHi4 AttackLw4 AttackAirN AttackAirF AttackAirB AttackAirHi AttackAirLw LandingAirN LandingAirF LandingAirB LandingAirHi LandingAirLw DamageHi1 DamageHi2 DamageHi3 DamageN1 DamageN2 DamageN3 DamageLw1 DamageLw2 DamageLw3 DamageAir1 DamageAir2 DamageAir3 DamageFlyHi DamageFlyN DamageFlyLw DamageFlyTop DamageFlyRoll LightGet HeavyGet LightThrowF LightThrowB LightThrowHi LightThrowLw LightThrowDash LightThrowDrop LightThrowAirF LightThrowAirB LightThrowAirHi LightThrowAirLw HeavyThrowF HeavyThrowB HeavyThrowHi HeavyThrowLw LightThrowF4 LightThrowB4 LightThrowHi4 LightThrowLw4 LightThrowAirF4 LightThrowAirB4 LightThrowAirHi4 LightThrowAirLw4 HeavyThrowF4 HeavyThrowB4 HeavyThrowHi4 HeavyThrowLw4 SwordSwing1 SwordSwing3 SwordSwing4 SwordSwingDash BatSwing1 BatSwing3 BatSwing4 BatSwingDash ParasolSwing1

Downtilt High Fsmash High-mid Fsmash Mid Fsmash Low-mid Fsmash Low Fsmash Upsmash Downsmash Nair Fair Bair Uair Dair Landing during Nair Landing during Fair Landing during Bair Landing during Uair Landing during Dair

Picking up an item Picking up a heavy item (barrel) Throwing items at standard speed

Throwing items at Smash speed

Beam sword swings

Home Run Bat swings

Parasol swings

0x80095a30

0081 0082 0083 0084 0085 0086 0087 0088 0089 008A 008B 008C 008D 008E 008F 0090 0091 0092 0093 0094 0095 0096 0097 0098 0099 009A 009B 009C 009D 009E 009F 00A0 00A1 00A2 00A3 00A4 00A5 00A6 00A7 00A8 00A9 00AA 00AB 00AC 00AD 00AE 00AF 00B0 00B1 00B2 00B3 00B4 00B5 00B6 00B7 00B8 00B9 00BA 00BB 00BC 00BD 00BE 00BF 00C0 00C1 00C2 00C3 00C4 00C5 00C6 00C7 00C8

ParasolSwing3 ParasolSwing4 ParasolSwingDash HarisenSwing1 HarisenSwing3 HarisenSwing4 HarisenSwingDash StarRodSwing1 StarRodSwing3 StarRodSwing4 StarRodSwingDash LipStickSwing1 LipStickSwing3 LipStickSwing4 LipStickSwingDash ItemParasolOpen ItemParasolFall ItemParasolFallSpecial ItemParasolDamageFall LGunShoot LGunShootAir LGunShootEmpty LGunShootAirEmpty FireFlowerShoot FireFlowerShootAir ItemScrew ItemScrewAir DamageScrew DamageScrewAir ItemScopeStart ItemScopeRapid ItemScopeFire ItemScopeEnd ItemScopeAirStart ItemScopeAirRapid ItemScopeAirFire ItemScopeAirEnd ItemScopeStartEmpty ItemScopeRapidEmpty ItemScopeFireEmpty ItemScopeEndEmpty ItemScopeAirStartEmpty ItemScopeAirRapidEmpty ItemScopeAirFireEmpty ItemScopeAirEndEmpty LiftWait LiftWalk1 LiftWalk2 LiftTurn GuardOn Guard GuardOff GuardSetOff GuardReflect DownBoundU DownWaitU DownDamageU DownStandU DownAttackU DownFowardU DownBackU DownSpotU DownBoundD DownWaitD DownDamageD DownStandD DownAttackD DownFowardD DownBackD DownSpotD Passive PassiveStandF

Fan swings

Star Rod swings

Lip's Stick swings

Raygun shots

Holding shield

0x80093a50 0x80 0x80

Shield stun 0x80 The "failed to tech" bounce, facing up Laying on ground facing up Getting hit laying on ground facing up Get up attack from ground face up

The "failed to tech" bounce, facing down Lying on the ground Neutral getup

Neutral tech Forward tech

0x80 0x80 0x80 0x80 0x80 0x80 0x80

00C9 00CA 00CB 00CC 00CD 00CE 00CF 00D0 00D1 00D2 00D3 00D4 00D5 00D6 00D7 00D8 00D9 00DA 00DB 00DC 00DD 00DE 00DF 00E0 00E1 00E2 00E3 00E4 00E5 00E6 00E7 00E8 00E9 00EA 00EB 00EC 00ED 00EE 00EF 00F0 00F1 00F2 00F3 00F4 00F5 00F6 00F7 00F8 00F9 00FA 00FB 00FC 00FD 00FE 00FF 0100 0101 0102 0103 0104 0105 0106 0107 0108 0109 010A 010B 010C 010D 010E 010F 0110

PassiveStandB PassiveWall PassiveWallJump PassiveCeil ShieldBreakFly ShieldBreakFall ShieldBreakDownU ShieldBreakDownD ShieldBreakStandU ShieldBreakStandD FuraFura Catch CatchPull CatchDash CatchDashPull CatchWait CatchAttack CatchCut ThrowF ThrowB ThrowHi ThrowLw CapturePulledHi CaptureWaitHi CaptureDamageHi CapturePulledLw CaptureWaitLw CaptureDamageLw CaptureCut CaptureJump CaptureNeck CaptureFoot EscapeF EscapeB Escape EscapeAir ReboundStop Rebound ThrownF ThrownB ThrownHi ThrownLw ThrownLwWomen Pass Ottotto OttottoWait FlyReflectWall FlyReflectCeil StopWall StopCeil MissFoot CliffCatch CliffWait CliffClimbSlow CliffClimbQuick CliffAttackSlow CliffAttackQuick CliffEscapeSlow CliffEscapeQuick CliffJumpSlow1 CliffJumpSlow2 CliffJumpQuick1 CliffJumpQuick2 AppealR AppealL ShoulderedWait ShoulderedWalkSlow ShoulderedWalkMiddle ShoulderedWalkFast ShoulderedTurn ThrownFF ThrownFB

Backward tech Wall tech Walljump tech/plain walljump Ceiling tech

Shield-break tottering Grab Successfully grabbing a character - pulling them in

Grabbing and holding a character Pummel When opponent breaks of a character's grab

Becoming grabbed When grabbed Pummeled Grab release

roll forward roll backward spotdodge airdodge

0x80099010 0x800d8c54 0x80 0x80 0x80 0x80 0x80 0x80 0x80 0x80 0x80 0x80 0x80 0x80 0x80 0x80 0x80 0x80 0x80 0x80 0x80 0x80 0x80 0x80 0x800998ec 0x80099a9c

Drop through platform Ledge teeter

0x80

Catching the ledge Hanging on the ledge Climbing the ledge, >100% Climbing the ledge, <100% Ledge attack, >100% Ledge attack, <100% Ledge roll, >100% Ledge roll, <100%

0x80 0x80 0x80 0x80 0x80 0x80 0x80 0x80

Taunt right Taunt left

0x80 0x80

0111 0112 0113 0114 0115 0116 0117 0118 0119 011A 011B 011C 011D 011E 011F 0120 0121 0122 0123 0124 0125 0126 0127 0128 0129 012A 012B 012C 012D 012E 012F 0130 0131 0132 0133 0134 0135 0136 0137 0138 0139 013A 013B 013C 013D 013E 013F 0140 0141 0142 0143 0144 0145 0146 0147 0148 0149 014A 014B 014C 014D 014E 014F 0150 0151 0152 0153 0154 0155 0156 0157 0158

ThrownFHi ThrownFLw CaptureCaptain CaptureYoshi YoshiEgg CaptureKoopa CaptureDamageKoopa CaptureWaitKoopa ThrownKoopaF ThrownKoopaB CaptureKoopaAir CaptureDamageKoopaAir CaptureWaitKoopaAir ThrownKoopaAirF ThrownKoopaAirB CaptureKirby CaptureWaitKirby ThrownKirbyStar ThrownCopyStar ThrownKirby BarrelWait Bury BuryWait BuryJump DamageSong DamageSongWait DamageSongRv DamageBind CaptureMewtwo CaptureMewtwoAir ThrownMewtwo ThrownMewtwoAir WarpStarJump WarpStarFall HammerWait HammerWalk HammerTurn HammerKneeBend HammerFall HammerJump HammerLanding KinokoGiantStart KinokoGiantStartAir KinokoGiantEnd KinokoGiantEndAir KinokoSmallStart KinokoSmallStartAir KinokoSmallEnd KinokoSmallEndAir Entry EntryStart EntryEnd DamageIce DamageIceJump CaptureMasterhand CapturedamageMasterhand CapturewaitMasterhand ThrownMasterhand CaptureKirbyYoshi KirbyYoshiEgg CaptureLeadead CaptureLikelike DownReflect CaptureCrazyhand CapturedamageCrazyhand CapturewaitCrazyhand ThrownCrazyhand BarrelCannonWait Wait1 Wait2 Wait3 Wait4

Super/Poison mushroom states

Warp in at beginning of match.

Nothing beyond this point is

0159 015A 015B 015C 015D 015E 015F 0160 0161 0162 0163 0164 0165 0166 0167 0168 0169 016A 016B 016C 016D 016E 016F 0170 0171 0172 0173 0174 0175 0176 0177 0178 0179 017A 017B 017C 017D 017E

WaitItem SquatWait1 SquatWait2 SquatWaitItem GuardDamage EscapeN AttackS4Hold HeavyWalk1 HeavyWalk2 ItemHammerWait ItemHammerMove ItemBlind DamageElec FuraSleepStart FuraSleepLoop FuraSleepEnd WallDamage CliffWait1 CliffWait2 SlipDown Slip SlipTurn SlipDash SlipWait SlipStand SlipAttack SlipEscapeF SlipEscapeB AppealS Zitabata CaptureKoopaHit ThrownKoopaEndF ThrownKoopaEndB CaptureKoopaAirHit ThrownKoopaAirEndF ThrownKoopaAirEndB ThrownKirbyDrinkSShot ThrownKirbySpitSShot

Region Start 0x80001800

Region End 0x80002FFF

Amount 17FF

Description Free memory in all GCN/Wii games (NOTE: Gecko codehandler gets injected at 0x80001800, approx. 0xba8 in size)

0x8022887c 0x8032c848 0x8032dcb0 0x8032ed8c 0x80393a5c

0x8022892c 0x8032c880 0x8032ddbc 0x8032ee90 0x80393c10

B0 38 10C 104 1B4

Unused code function (nop 801a4f84 and 801a5070) Unused code function (nop 801a4f84 and 801a5070) Unused code function (nop 801a4f84 and 801a5070) Unused code function (nop 801a4f84 and 801a5070) Unused code function (nop 801a4f84 and 801a5070)

0x803fa3e8 0x803fc420

0x803fc2ec 0x803fdc1c

1F04 17FC

Debug menu tables/strings (only use this if you don't mind overwriting the debug menu!) Debug menu tables/strings (only use this if you don't mind overwriting the debug menu!)

0x803001DC

0x80301E44

1C68

Probably Debug Menu functions (More debug mode code is in places higher than this)

Walk Initial Velocity Pichu Bowser Samus Pikachu Kirby Jigglypuff Fox Young Link Captain Falcon Donkey Kong Mewtwo Ness zz Master Hand zz Crazy Hand Game & Watch Yoshi Ganondorf Roy Dr Mario Falco Mario Ice Climbers Marth Peach zz Sandbag! Link Luigi Zelda zz Wireframe (M) Sheik zz Giga Bowser zz Wireframe (F) Offset

Walk Acceleration? 0.15 0.03 0.3 0.15 0.16 0.16 0.2 0.2 0.15 0.1 0.3 0.08 0.1 0.1 0.1 0.16 0.08 0.15 0.1 0.2 0.1 0.085 0.15 0.2 0.1 0.2 0.1 0.2 0.15 0.2 0.03 0.2 0000

0.1 0.05 0.1 0.1 0.1 0.1 0.1 0.1 0.1 0.1 0.1 0.1 0.1 0.1 0.1 0.1 0 0 0.1 0.1 0.1 0.1 0 0.1 0.1 0.1 0.1 0.1 0.1 0.1 0.05 0.1 0004

Walk Maximum Friction/Stop Dash Initial Velocity Slow Walk Max? Mid Walk Point? Fast Walk Min? Deccel Velocity 1.24 0.108 0.25 0.367 0.1 0.65 0.09 0.27 0.345 0.06 1 0.1548 0.3784 0.6192 0.06 1.24 0.21 0.517 0.837 0.09 0.85 0.1748 0.4232 0.6740533 0.08 0.7 0.1786 0.4324 0.6887067 0.09 1.6 0.23 0.57 0.92 0.08 1.2 0.21 0.518 0.816 0.08 0.85 0.165 0.407 0.6596 0.08 1.2 0.26 0.42 0.68 0.08 1 0.2 0.4 0.667 0.04 0.84 0.15 0.37 0.6 0.06 1.1 0.18 0.44 0.7 0.06 1.1 0.18 0.44 0.7 0.06 1.1 0.2 0.32 0.44 0.06 1.15 0.22 0.53 0.84 0.06 0.73 0.18 0.445 0.72 0.07 1.2 0.253 0.621 0.9775 0.06 1.1 0.18 0.44 0.7 0.06 1.4 0.23 0.57 0.92 0.08 1.1 0.18 0.44 0.7 0.06 0.95 0.19 0.47 0.73 0.035 1.6 0.253 0.621 0.9775 0.06 0.85 0.187 0.47 0.76 0.1 0.1 0.18 0.44 0.7 0.06 1.2 0.27 0.66 1.04 0.1 1.1 0.18 0.44 0.7 0.025 0.7 0.205 0.515 0.833 0.1 1 0.165 0.407 0.6596 0.08 1.2 0.22 0.308 1.12 0.08 0.6 0.09 0.39 0.5 0.06 1 0.205 0.515 0.833 0.1 0008 000C 0010 0014 0018

1.8 1 1.86 1.8 1.4 1.4 1.9 1.8 2 1.6 1.4 1.3 1.5 1.5 1.5 1.33 1.3 1.4 1.5 1.9 1.5 1.4 1.5 1.2 1.5 1.3 1.3 1.1 2 1.7 1 1.1 001C

Dash & Run Dash & Run Dash & Run Run Animation Run Acceleration A Acceleration B Terminal Velocity Scaling Acceleration? 0.08 0.02 1.72 0.467 30 0.04 0.02 1.5 1.32 30 0.1 0.02 1.4 1.39 30 0.08 0.02 1.8 1.54 30 0.08 0.02 1.4 / 1.5 1.325 30 0.065 0.02 1.1 1.325 30 0.1 0.02 2.2 1.728 30 0.1 0.02 1.6 1.4 30 1.5 0.01 2.3 2.33 30 0.05 0.02 1.6 1.42 30 0 0.1 1.4 1.5 30 0.04 0.02 1.4 1.6 30 0.06 0.02 1.5 1.45 30 0.06 0.02 1.5 1.45 30 0.06 0.02 1.5 0.75 30 0.08 0.02 1.6 1.58 30 0.08 0.01 1.35 2.54 30 0.07 0 1.61 1.4 30 0.06 0.02 1.5 1.45 30 0.1 0.02 1.5 1.728 30 0.06 0.02 1.5 1.45 30 0.05 0.02 1.4 1.52 30 0.06 0 1.8 1.4 30 0.1 0.02 1.3 2.73 30 0.06 0.02 1.5 1.45 30 0.1 0.02 1.3 1.78 30 0.06 0.02 1.34 1.45 30 0.1 0.02 1.1 1.588 30 0.15 0.01 1.5 2.33 30 0.1 0.02 1.8 2.72 30 0.04 0.02 1.5 1.32 30 0.1 0.02 1.5 1.588 30 0020 0024 0028 002C 0030

3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 0034

Ground to Air Jump Startup Lag Jump H Initial Jump V Initial Jump Momentum Jump H Maximum Shorthop V Initial Air Jump (Frames) Velocity Velocity Multiplier Velocity Velocity Multiplier 3 0.8 2.6 0.8 1.8 1.7 8 1 2.8 0.9 1 1.6 3 1 2.1 0.8 1.3 1.7 3 0.8 2.6 0.8 1.8 1.7 3 0.9 2 0.8 1.4 1.5 5 0.7 1.6 1 1.35 1.05 3 0.72 3.68 0.83 1.7 2.1 4 1 2.62 0.8 1.2 1.5 4 0.95 3.1 0.75 2.1 1.9 5 1 2.7 0.8 1.6 1.6 5 0.9 2.3 0.7 1.4 1.4 4 1 2.5 0.8 1.3 1.5 4 1 2.3 0.8 1.5 1.4 4 1 2.3 0.8 1.5 1.4 4 1 2.3 0.8 1.5 1.4 5 0.93 2.5 0.7 1.5 1.8 6 0.9 2.6 0.75 1.8 2 5 1 2.6 0.8 1.2 1.5 4 1 2.3 0.8 1.5 1.4 5 0.7 4.1 1 1.7 1.9 4 1 2.3 0.8 1.5 1.4 3 0.6 2.6 0.8 1.4 1.4 4 1 2.4 0.8 1.2 1.5 5 0.7 2.2 0.7 1.1 1.6 4 1 2.3 0.8 1.5 1.4 6 1 2.5 0.8 1.2 1.5 4 0.8 2.4 0.8 0.75 1.4 6 0.7 2.1 0.7 1.1 1.6 7 0.7 2.5 0.75 2 1.8 3 0.8 2.8 0.8 1.4 2.14 6 1 4.2 0.9 1 1.6 7 0.7 2.1 0.7 2 1.6 0038 003C 0040 0044 0048 004C

Same as 0x04C 1 1 0.9 1 0 0 1.2 0.88 0.9 0.91 1 0.85 1 1 1 1.3 0.95 0.88 1 0.94 1 1 0.88 0.7 1 0.88 0.9 0.86 1.3 1.1 1 1.3 0050

0.8 0.9 0.9 0.8 0 0 0.9 1 0.9 1 0.9 0.8 0.9 0.9 0.9 1.2 1 1 0.9 0.94 0.9 0.9 1 0.9 0.9 1 0.9 0.9 0.9 1 0.9 0.9 0054

Number of Jumps Gravity 0x02 0x02 0x02 0x02 0x06 0x06 0x02 0x02 0x02 0x02 0x02 0x02 0x02 0x02 0x02 0x02 0x02 0x02 0x02 0x02 0x02 0x02 0x02 0x02 0x02 0x02 0x02 0x02 0x02 0x02 0x02 0x02 0058

0.11 0.13 0.066 0.11 0.08 0.064 0.23 0.11 0.13 0.1 0.082 0.09 0.095 0.095 0.095 0.093 0.13 0.114 0.095 0.17 0.095 0.1 0.085 0.08 0.05 0.11 0.069 0.073 0.09 0.12 0.25 0.073 005C

Max Aerial H Terminal Velocity Air Mobility A Air Mobility B Velocity 1.9 0.03 0.02 1.9 0.03 0.02 1.4 0.0125 0.02 1.9 0.03 0.02 1.6 0.04 0.02 1.3 0.09 0.19 2.8 0.06 0.02 2.13 0.04 0.02 2.9 0.04 0.02 2.4 0.02 0.02 1.5 0.03 0.02 1.83 0.04 0.02 1.7 0.03 0.02 1.7 0.03 0.02 1.7 0.03 0.02 1.93 0.028 0.02 2 0.04 0.02 2.4 0.03 0.02 1.7 0.024 0.02 3.1 0.05 0.02 1.7 0.025 0.02 0.86 / 0.83 1.6 0.027 0.02 2.2 0.03 0.02 0.9 / 0.85 1.5 0.06 0.01 1.6 0.03 0.02 2.13 0.04 0.02 1 / 0.9 1.6 0.025 0.015 1.4 0.038 0.01 2 0.04 0.02 2.13 0.04 0.02 2.4 0.03 0.02 1.8 0.038 0.01 0060 0064 0068 1.948076923

Air Friction 0.85 0.8 0.89 0.85 0.78 1.35 0.83 1 1.12 1 1.2 0.93 1 1 1 1.2 0.78 0.9 0.9 0.83 0.7 1.1 1 0.68 0.95 1 0.8 0.8 0.95 006C

0.01 0.01 0.01 0.01 0.02 0.05 0.02 0.005 0.01 0.02 0.016 0.03 0.016 0.016 0.016 0.013 0.02 0.005 0.016 0.02 0.016 0.02 0.005 0.005 0.001 0.005 0.01 0.005 0.02 0.04 0.01 0.005 0070

Fast Fall Terminal Velocity 0024? 2.5 2.4 2.3 2.7 2 1.6 3.4 2.2 3.5 2.96 2.3 2.2 2.3 2.3 2.3 2.93 2.6 2.9 2.3 3.5 2.3 2 2.5 2 2.3 3 2 1.85 2 3 2.4 1.8 0074

Jab 2 Window? 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 4 3 3 3 3 4 3 3 3 3 3 3 3 0078

24 24 24 24 24 24 30 24 24 28 24 24 24 24 24 24 100 24 24 30 24 24 24 24 24 24 24 24 24 24 24 24 007C

Jab 3 Window? 0 0 0 0 0 0 0 24 24 0 24 24 24 24 24 0 24 24 24 0 24 24 24 0 24 24 24 0 0 0 0 0 0080

Frames to Change Direction on Standing Turn 4 8 4 4 4 4 4 6 6 8 4 4 4 4 4 6 7 6 4 4 4 4 6 6 4 6 4 6 6 4 8 6 0084

Weight

Model Scaling 55

117 / 118 110 80 70 / 74 60 75 / 73 85 104 114 85 94 100 100 60 108 / 111 109 85 100 80 100 / 98 88 87 / 85 90 100 104 100 90 100 90 140 90 0088

0.5 0.69 0.88 0.9 0.92 0.94 0.96 0.96 0.97 1 1 1 1 1 1.02 1.05 1.08 1.08 1.1 1.1 1.1 1.15 1.15 1.15 1.2 1.22 1.25 1.26 1.3 1.4 1.5 1.72 008C

Shield Break Initial Velocity

Shield Size 24.3 31.25 16.25 12 14.7 13.125 14.375 11.625 15 17.5 16.25 13.75 10.75 10.75 10.75 6 15 11.75 10.75 12.5 10.75 10.75 11.75 11.875 10.75 11.625 10.75 11.875 15 11.625 31.25 11.875 0090

3.5 3.2 2.31 2.65 2.5 10 3.3 2.7 2.7 2.6 2.35 2.7 2.4 2.4 2.6 2.72 3.4 2.5 2.5 3.3 2.5 2.6 2.5 2.5 2.5 2.7 2.4 2.4 5 3 3 5 0094

Ledgejump Horizontal Velocity

Rapid Jab Window 0 0 0 0 0x04 0 0x04 0x05 0x04 / 0x07 0 0x03 0 0 0 0x03 0 0x04 0x05 0 0x04 0 0 0x05 0x04 0 0x05 0 0x04 0x04 0x04 0 0x04 0098

16 16 16 16 16 16 16 16 16 16 16 16 16 16 16 16 16 16 16 16 16 16 16 16 16 16 16 16 16 16 16 16 009C

0 0x1 0 0x1 0 0x1 0 0x1 0 0x1 0 0x1 0 0x1 0 0x1 0 0x0 0 0x0 0 0x0 0 0x1 0 0x1 0 0x1 0 0x1 0 0x1 0 0x0 0 0x0 0 0x1 0 0x1 0 0x1 0 0x1 0 0x0 0 0x0 0 0x1 0 0x1 0 0x1 0 0x0 0 0x0 0 0x0 0 0x0 0 0x0 00A0

00A4

1 1 1 1 1 1.1 1.1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 00A8

Ledgejump Item Throw Vertical Velocity Velocity 2.6 2.2 2.1 2.6 2 1.8 4 2.6 3.29 2.7 2.3 2.5 2.3 2.3 2.8 2.3 3.5 2.4 2.3 3.9 2.3 2.6 2.4 2.2 2.3 2.6 2.1 2.1 3 2.8 5 2.3 00AC

Kirby Neutral+B Star Damage 0.9 1 1 1 1 0.9 1 1 1 1 1 1 1 1 1 1 0.9 1 1 1 1 1 1 1 1 1 1 0.8 1 1 1 1 00B0

0.9 1 1 1 1 0.95 1 1 1 1 1 1 1 1 0.9 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 00B4

0.2 0.2 0.2 0.2 0.2 0.2 0.2 0.2 0.2 0.2 0.2 0.2 0.2 0.2 0.2 0.2 0.2 0.2 0.2 0.2 0.2 0.2 0.2 0.2 0.2 0.2 0.2 0.2 0.2 0.2 0.2 0.2 00B8

1.6 2.7 2.25 1.7 1.7 1.8 1.9 1.9 2.25 2.6 2.4 2 2.5 2.5 2.1 2.4 2.4 2.25 2 2.2 2 2.1 2.25 2.1 2 2.15 2 2.1 2.5 2 2.5 2.5 00BC

0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 00C0

6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 00C4

0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 00C8

0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 00CC

9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 00D0

0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 00D4

6 6 6 6 6 6 6 6 5.3 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 8 6 6 8 00D8

1.76 3 2.47 1.87 1.87 1.98 2.09 2.09 2.47 2.86 2.64 2.2 2.2 2.2 2.31 2.64 2.64 2.475 2.2 2.42 2.2 2.3 2.475 2.31 2.2 2.365 2.2 2.31 3.5 2.2 3 3.5 00DC

9 19 18 13 12 10 16 14 18 19 17 16 15 15 13 18 18 15 17 15 17 16 15 15 17 18 17 15 17 15 17 17 00E0

Normal Landing Lag 2 6 4 4 4 4 4 4 4 5 4 4 4 4 4 4 5 4 4 4 4 4 4 4 4 4 4 4 15 4 30 15 00E4

Victory Screen Window Model N-Air Landing Lag F-Air Landing Lag B-Air Landing Lag U-Air Landing Lag D-Air Landing Lag Scaling 0x160? 12 15 18 18 26 17 30 30 35 30 40 25 15 15 15 15 15 22 15 20 30 26 40 17 15 20 / 18 15 15 20 / 18 16 20 20 20 20 30 16 15 22 20 18 18 22 15 15 15 30 50 20 15 19 18 15 24 24 20 30 15 25 31 23 26 25 28 20 28 25 22 18 18 18 28 18 1 1 1 1 1 20 15 25 15 15 15 20 15 25 18 15 20 18 15 21 15 19 26 21 25 25 25 25 35 26 20 20 24 18 32 24 18 25 18 18 24 20 15 22 20 18 18 23 16 21 15 15 23 20 20 20 20 32 25 18 15 15 24 15 32 24 17 25 15 15 15 24 15 25 15 15 15 20 15 15 15 30 50 24 15 25 15 15 18 22 18 18 18 25 24 23 30 30 30 30 30 30 16 16 16 24 20 23 45 45 45 45 45 32 30 30 30 30 30 32 00E8 00EC 00F0 00F4 00F8 00FC

Walljump H Velocity 0.5 0.7 0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5 0100

Walljump V Velocity 1.3 1.3 1.3 1.3 1.3 1.3 1.3 1.3 0.4 1.3 1.3 1.3 0.5 0.5 1.3 1.3 1.3 1.3 1.3 1.3 1.3 1.3 1.3 1.3 1.3 1.3 1.3 1.3 0.5 1.3 0.5 0.5 0104

Bubble Ratio? 2.6 2.8 2.1 2.6 2 1.6 3.3 2.6 3.1 2.7 2.3 2.5 1.4 1.4 2.3 2.3 2.6 0.24 2.3 3.6 2.3 2.6 2.4 2.2 2.3 2.6 2.1 2.1 2.1 2.8 1.6 1.6 0108

0.8 0.9 1 0.8 0.9 0.9 0.7 1 2 1 1 1 1 1 1 0.93 1 1 1 0.7 1 0.6 1 0.7 1 1 1 0.7 1 0.8 0.9 0.7 010C

0.6 1.8 0.9 0.7 0.9 0.85 0.9 0.8 1.1 1.2 1.1 0.7 2 2 0.9 0.9 1.1 0.9 0.8 0.85 0.8 1.6 0.9 0.7 1 0.9 0.8 0.75 1.4 0.8 2 1 0110

0.3 0.3 0 0 0 0.5 0.85 0 0 0.4 0 0.3 0 0 0 0 0 0 0.4 0 0.4 0.6 0 0.1 0.4 0 0.4 0 0 0 0.3 0 0114

-0.3 -1.1 1.8 -0.1 -0.2 -0.6 3.3 3.3 3 3 0 -0.3 0 0 2.8 -0.2 3.2 3.2 -0.5 3.8 1.4 1.9 3.2 2.7 1.4 3.3 1.4 3.1 4.2 3.3 -1.1 3.9 0118

1.1 -0.1 1.2 0.2 0 1.5 0.3 1.2 1.1 -0.5 0 1.2 0 0 -1.7 0.2 1.2 1.2 1.4 1.2 0 1.2 1.2 1.2 0 1.3 0 1.2 1.1 1.2 -0.1 1.2 011C

-0.3 -0.3 0 0 0 -0.5 -0.85 0 0 -0.4 0 -0.3 0 0 0 0 0 0 -0.4 0 -0.4 -0.6 0 -0.1 -0.4 0 -0.4 0 0 0 -0.3 0 0120

-0.3 -1.1 1.8 -0.1 -0.2 -0.6 3.3 3.3 3 3 0 -0.3 0 0 2.8 -0.2 3.2 3.2 -0.5 3.8 1.4 1.9 3.2 2.7 1.4 3.3 1.4 3.1 4.2 3.3 -1.1 3.9 0124

1.1 -0.1 1.2 0.2 0 1.5 0.3 1.2 1.1 -0.5 0 1.2 0 0 -1.2 0.2 1.2 1.2 1.4 1.2 0 1.2 1.2 1.2 0 1.3 0 1.2 1.1 1.2 -0.1 1.2 0128

1.3 1.6 0.8 1.3 1.5 1.5 1 0.8 0.7 1.3 1.2 1.2 1 1 1.3 1.3 0.7 0.7 1 1 1 1.3 0.7 1 1 0.7 1 0.7 0.7 0.7 1.6 0.7 012C

0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0130

-0.2 -0.9 1.8 0 -0.1 0.2 4.2 3.5 3.4 4 0 -0.2 0 0 3.1 -0.1 3.3 3.5 -0.4 4 1.5 2.1 3.5 2.9 1.5 3.4 1.9 3.3 4.4 3.5 -0.9 3.9 0134

1.1 -0.1 1.2 0.2 0 1.5 0.3 1.2 1.1 0 0 1.2 0 0 -1.2 0.2 1.2 1.2 1.4 1.1 0 1.2 1.2 1 0 1.3 0 1.2 1.1 1.2 0.6 1.2 0138

1.3 1.6 0.8 1.3 1.5 1.5 1 0.8 0.7 1.3 1.2 1.2 1 1 1.3 1.3 0.7 0.7 1 1 1 1.3 0.7 1 1 0.8 1 0.7 0.7 0.7 1.6 0.7 013C

3.35 3.35 3.35 3.35 3.35 3.35 3.7 3.35 3.35 3.35 3.35 3.35 2.3 2.3 3.35 3.35 3.35 3.35 3.35 3.35 3.35 3.35 3.35 3.35 3.35 3.35 3.35 3.35 3.35 3.35 3.35 3.35 0140

1.1 1.7 1 1 1.1 1.15 1.2 1 1 1.5 1.18 1 1 1 1.3 1.13 1.5 1.13 1 1.05 1 1.1 1.13 1 1 1.1 1 1 1.3 1 3 1.2 0144

0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5 2 2 0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5 2 0.5 0.5 0.5 0.5 0.5 0.5 0.5 0148

7 14.2 8.8 7.8 7 7 7.5 8.2 9 14.4 12.8 7 10 10 8 9 10 10 8.2 7.5 8.2 8 10 8 8.2 9.5 8.2 8 12.5 8.6 27 10 014C

Ice Traction? -1 -3 0 -1 0 0 -1.5 -3.5 0,3 -3 0 0 -0.8 0 0 0 0 -3 -1 -1.7 -1.5 -1.7 -1.5 -1 -2.9 -1.7 -1.6 -1.7 -1.8 -3 -1.3 -3 -1.8 0150

-9.5 -5 3.4 -2.7 -2 -2 -2 8.5 1.5 3 -3.2 0 0 3.6 -2.8 8.5 5.2 -2.5 -2 -2.5 -2.6 1.2 0.5 -2.5 0.3 -2.5 1 8.5 -1 -2 1 0154

2.3 2.3 2.3 2.3 2.3 2.3 2.3 2.3 2.3 2.3 2.3 2.3 2.3 2.3 2.3 2.3 2.3 2.3 2.3 2.3 2.3 2.3 2.3 2.3 2.3 2.3 2.3 2.3 2.3 2.3 2.3 2.3 0158

1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 015C

1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1.6 1 1 1 1 1 1 1 1 4 1 0160

1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0164

1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0168

Camera Zoom Target Bone? 0x0F 0x1E 0x13 0x05 0x05 0x05 0x16 0x11 0x12 0x1A 0x1C 0x05 0x01 0x01 0x06 0x25 0x11 0x17 0x05 0x13 0x05 0x05 0x15 0x42 0x13 0x11 0x05 0x42 0x12 0x11 0x1E 0x42 016C

0x2D8? 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0170

Special Jump Action = -1...? 0 0 0 0 0 0 0 0 0 4 0 3 2 2 2 0 0 0 2 0 2 2 0 0 2 0 2 0 0 0 0 0 0174

0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0178

0 0 0 0 0 0 0 0 0 0 -1 -1 0 0 0 -1 0 0 0 0 0 -1 0 0 0 0 0 0 0 0 0 0 017C

Weight Dependent Throw Speed Flags 1101 100 0 1101 1111 1001 1001 111 111 0 1000 1000 0 0 0 0 111 0 0 0 0 101 0 1111 0 111 0 1000 0 1111 0 0 0180

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