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0x803C2800 START of Shared Action State Function Table See Action State Reference
0x803C12E0 START of Per Character Action State Table Indexed by Internal Character ID
0x803C167C Per Character Neutral Special Action Initalization Table Indexed by Internal Character ID
0x803F14C4 Start of Item Action Function Table Indexed by Item ID. See Entity Data Offsets for info.
0x803F20E0 Start of Item GFX related function table These all seem to be addresses within a function, rather than a pointer to the start of the function.
0x80452C68 START INGAME Camera Struct See Entity Data Offsets for notes
0x804DE328 UI Camera FOV [float] Changes the camera angle along with HUD and menu elements, but does not issue any black coloring on textures
0x804DE338
0x8065CC14 Current Menu? 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.
0x80479D30 Scene controller 00 = Current major; 01 = Pending major; 02 = Previous major; 03 = Current minor
0x80479D7C Game loop enable/disable flags Disable game functions from processing each frame. Each bit is a flag for a different function.
00000000: Enable all. FFFFFFFF: Disable all.
0x81118DEC P1 Cursor X Position Floating point ranging from -35 to 26 (If set outside of the boundaries, moves to closest point within boundaries)
0x81118DF0 P1 Cursor Y Position Floating point ranging from -22 to 25 (If set outside of the boundaries, moves to closest point within boundaries)
0x8111826C P2 Cursor X Position Floating point ranging from -35 to 26 (If set outside of the boundaries, moves to closest point within boundaries)
0x81118270 P2 Cursor Y Position Floating point ranging from -22 to 25 (If set outside of the boundaries, moves to closest point within boundaries)
0x811176EC P3 Cursor X Position Floating point ranging from -35 to 26 (If set outside of the boundaries, moves to closest point within boundaries)
0x811176F0 P3 Cursor Y Position Floating point ranging from -22 to 25 (If set outside of the boundaries, moves to closest point within boundaries)
0x81116B6C P4 Cursor X Position Floating point ranging from -35 to 26 (If set outside of the boundaries, moves to closest point within boundaries)
0x81116B70 P4 Cursor Y Position Floating point ranging from -22 to 25 (If set outside of the boundaries, moves to closest point within boundaries)
0x803f0328 Ready to fight banner visiblity status
4 Bytes - Example: Reading 4 bytes at address 0x803F0E07 returns 0x01010A0A (Player 1 is a CPU, orange skin, fox)
0x803F0E07 P1 Character select 0x00 - Player Mode (0x00 = Human 0x01 = CPU 0x02 = Demo? 0x03 = Disabled)
0x803F0E2B P2 Character select 0x01 - Costume ID
0x803F0E4F P3 Character select 0x02 - Last VALID selected/hovered character ID (0x00 to 0x18)
0x803F0E73 P4 Character select 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.
START of Static Player Blocks See Char Data Offsets for information
0x80453080 P1 Block 0x00 of P1's static Player Block data. Each player is 0xE90 apart (goes up to Player 6).
0x80453F10 P2 Block
0x80454DA0 P3 Block
0x80455C30 P4 Block
This address changes when allocated, so you should refer to the pointer before accessing Character Data
0x80453130 P1 data pointer Refer to the Char Offset table. Each subsequent player's pointer is stored at 0xE90
0x80453FC0 P2 data pointer
0x80454E50 P3 data pointer
0x80455CE0 P4 data pointer
0x80479C5F P1 Previous Input Timer (8-bit) These appear to reset to 0 whenever an input is received.
0x80479C8F P2 Previous Input Timer (8-bit) counts up 1 every frame until another input is sent, or it hits 0x64 (100 frames). Also resets on menu transition - Absolome
0x80479CBF P3 Previous Input Timer (8-bit) These are spaced 0x30 apart
0x80479CEF P4 Previous Input Timer (8-bit)
0x804C1FAC Controller 1 Digital Data Bit Flags: xxxx xxxx UDLR UDLR xxxS YXBA xLRZ UDRL
0x804C1FB0 Controller 1 Digital Data (previous frame) Nibbles: [0] ? [1] ? [2] C-Stick [3] Control Stick [4] Start Button [5] Right-Side Buttons [6] Top-of-Controller Buttons [7] D-Pad
0x804C1FC8 Controller 1 Shoulder Data Unsigned Bytes 0x00-0x8C | Bytes: [0] Left Shoulder [1] Right Shoulder
0x804C1FC4 Controller 1 Analog Data Signed Bytes -79 - 79 (0xB1-0x4F) | Bytes: [0] Control Stick X [1] Control Stick Y [2] C-Stick X [3] C-Stick Y
0x804C1FCC Controller 1 Analog Data 32-Bit Floats (-1 - 1) | Words: [0] Control Stick X [1] Control Stick Y [2] C-Stick X [3] C-Stick Y
Controller Data for Controllers 2 - 4 can be found by offsetting
these values by a multiple of 0x44.
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
0x8046B6C8 Game timer minutes/seconds left Ex. 000001E0 = 8 minutes (1E0=decimal 480[seconds] = 8 minutes)
0x8046B6CC Game timer counter (16-bit) Counts up every frame to subtract from timer. Write 0 to this every frame to freeze timer.
0x804807C8 Teams Mode flag (8-bit) 01 = on, 00 = off (free for all)
0x803D4A48 Start of default multiplayer match settings 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/
0x8045BF10 Start of current multiplayer match settings See above for variable list.
0x8046DB80 Start of Current Match information @ +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
Starting from the LSB: Brinstar Depths, Pok Floats, Big Blue, Fourside, Mushroom Kingdom II, Flat Zone, Battlefield, Final Destination, Dream Land 64, Yoshi's Island 64, Kongo Jungle 64
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).
0x804D9250 Fox/Falco horizontal momentum from shooting laser Default is zero. Changing this value was very unstable.
0x804D9254 Fox/Falco Laser offsets Fox - vertical offset of entire laser. Falco - z-axis offset of laser ring graphic effect
0x804D9258 Fox/Falco horizontal laser offset Negative = shoots from behind them
0x804D9274 Fox/Falco Gun Size Multiplier
0x804D9278 Fox/Falco vertical momentum during Up-B Default is zero. Making it too high/negative will affect being able to go in angles (above 1 or below -1?)
0x804D927C Fox/Falco Up-B charge animation speed multiplier Default is 3f800000 = 1. Increase to make faster. Making it too fast will cause freezes.
0x804D9280 Fox/Falco angle of pointed body while traveling in Up-B animation
In-Game Mechanics
Get character data Returns a pointer for the character data based on the given player
80034110 pointer Function number. r3 = player number
Top-level character update; runs once per character per frame in game
8006ad10 Main character loop Function loop
Stores stock amount to a player at the beginning of the match. Runs
80033c60 Set initial stock count Function once per player. r5 = stock count; r3 = player number
Loads the player's stock count, subtracts 1, then stores it unless if the
80033ce0 Lose a stock Function player number zero-indexed is greater than 5 which freezes the game. r3 = player number
Load new action state for a character. Every action state has an init f1 = starting frame, r3 = char data offset, r4 =
800693ac Load action state Function function before branching to this. action state ID,
Init aerial action state All aerials use this init function. However, any state ID is accepted,
8008cfac (takes any state ID) Function making this very versatile for loading any normal state. r4 = state ID
8006b808 Action state IASA check 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
8016c080 End stock game Single line prevent any win conditions from ending the match.
8016b558 Count players in match Function No input, walks the 6 player blocks and checks the "player type" output r3 = number of characters in match
Get character unlock input r3 = character external ID; output r3 = 0
80164840 status Function Checks if a given character is unlocked from its external ID if locked, 1 if unlocked
Check and update Stale Checks to see if a collision is part of a multi-hit move that has already
8003722c Moves Function hit, reads the stale move table, and updates the table accordinlgly
80268B18 SpawnEntity Function Allows you to spawn Entities of the provided struct pointer r3 Entity*
803805bc
803804f8
Stages
Checks if a given stage is unlocked, from either its standard ID or a
classic mode equivalent input r3 = stage ID; output r3 = 0 if locked, 1
80164430 Get stage unlock status Function if unlocked
Static Player Block Length 0xE90 Static block starting at 0x80453080 for P1, 80453F10 for P2, 80454DA0 for P3, 80455C30 for P4
0x00 Player State Int. 0x02 In-Game (includes dead). 0x00 Otherwise.
0x04 Player Character (External ID) Int.
0x08 Slot Type (Human, CPU, Demo, None) Int. (0x00 is HMN, 0x01 is CPU, 0x02 is Demo, 0x03 n/a)
0x0C Unknown Short. Set to 0x01.
0x0E 0000? Short.
0x10 Nametag X (Horizontal) Position Float
0x14 Nametag Y (Vertical) Position Float
0x18 Nametag Z (Depth) Position Float
0x1C Spawn Position X Float. Set by initial spawn, then modified when you respawn as the point you drop down from.
0x20 Spawn Position Y Float.
0x24 Spawn Position Z Float. Z Depth is stage dependent, IE. -0.000055 on Great Bay
0x28 Spawn Platform Final Position X Float. These are set the first time you respawn. Unless a stage changes your spawn position
0x2C Spawn Platform Final Position Y Float.
0x30 Spawn Platform Final Position Z Float. Same as Spawn Position Z.
0x44 Costume ID Byte. 00 = False, 01 = True
0x45 Controller Index Byte
0x46 Subcolor ID Byte
0x47 Team ID Byte. 00 = red, 01 = blue, 02 = green
0x48 Player ID Byte.
0x4B Handicap Value
0x50 Attack Ratio Float
0x58 Damage Defense Ratio Float
0x5C Model Scale Float. Scale that match was started with. Modifying does nothing.
0x60 Stamina HP Lost / Percentage - Currently Displayed Short
0x62 Starting Percentage / Nana's % Short. Used in modes like Sudden Death to set your starting Percentage. Otherwise Nana's %
0x64 Stamina HP Short
0x68 Falls Int
0x6C Nana's Death Count Int
0x70 P1 KOs Int
0x74 P2 KOs Int
0x78 P3 KOs Int
0x7C P4 KOs Int
0x80 P5 KOs Int
0x84 P6 KOs Int
0x88 -1
0x8D Self-deaths Byte
0x8E Stocks Remaining Byte
0x8F 00? Byte
0x90 Current Coins Int
0x94 Total Coins Collected Int
0xA0 Joystick Direction Input Count Int. Incremented every time you move the joystick a different direction from neutral.
0xA8 Name Tag Slot ID
0xAC Multi-Spawn Flag? Byte. 0x40 = True
0xB0 Pointer to Player Entity
0xB4 Pointer to Sub-Character Entity Used for followers, such as Nana
0xBC Stale Move Table Current Write Index Int. Zero-Indexed. Rolls over after 9. Increments after each write.
0xC0 Stale Move Index 0 1st Short is the move ID
0xC4 Stale Move Index 1 2nd Short is the # of action states that character has gone through this game
0xC8 Stale Move Index 2 (# of actions is recorded to stop mutli-hit moves from registering more than once per use)
0xCC Stale Move Index 3
0xD0 Stale Move Index 4
0xD4 Stale Move Index 5
0xD8 Stale Move Index 6
0xDC Stale Move Index 7
0xE0 Stale Move Index 8
0xE4 Stale Move Index 9
0xE8 Total Player Attack Count Int. Incremented by 1 with each attack, hit or miss
0xEC 00000000?
0xF0 Total Connected Attacks Int. Incremented when an attack lands
0xD1C Total Damage Received Float.
0xD20 Peak Damage Received Float. Reflects the highest amount of damage received in a single life
0xD28 Total Damage Given Float.
0xD38 Total Damage Received (Repeated?) Float.
START Player Entity Struct Length 0x44 Refers to values starting from the "data pointer"
0x00 Flags Short Class. Byte Unk1. Byte Unk2. - Ex. 0x00040805
0x04 Flags Short $0. Byte $3. Byte Class.(?) - Ex. 0x00000304
Data pointers are "daisy-chained," so each subsequent player is accessed from the data pointer of
0x08 Next player's data pointer the previous
0x0C Previous player's data pointer For P2+, this points to P(n - 1)
0x10 Next player's data pointer (Repeated)
0x14 Previous player's data pointer (Repeated)
Pointer to Linked List -0x20 before Next Player's
0x18 struct Pointers to prev* and next*, size, int[5]. Assumed 0x20 bytes wide
0x1C Pointer to Unk Function Always seems to be 0x80080E18(entity_t*, int code), called each frame
0x20 0x00000000
0x24 0x00000000
0x28 Pointer to Unk Struct
0x2C Pointer to Player Character Data (see below table) Usually 0x60 away from the start of Player Entity Struct
0x30 Pointer to Destructor Function? Always 0x8006DABC
0x40 Pointer to Linked List Pointers to prev* and next*, size, int[5]. Assumed 0x20 bytes wide
0x44 Pointer to Linked List -0x20 before the struct Pointers to prev* and next*, size, int[5]. Assumed 0x20 bytes wide
START Player Character Since May 28, 2016, we are now using the in-game Traditonally, the game points to this for anything related to Char Data, as sometimes the data does
Data offsets not immediately follow the entity struct
0x00 Entity Struct Pointer Points back to 0x00 of the Entity
0x04 Player Index (Internal ID) Probably related to bone mapping, bones whack out if you change this
0x08 Current Spawn # The current life is the nth character spawned since the beginning of the match
0x0C Player Slot Byte
The value at this address indicates the action state of the character. Modifying this alone does
0x10 Action State nothing.
The animation to occur after the current one ends. Only has an effect if the current action state is
0x14 Animation State set to loop.
0x18 0x155 Move table divider constant?
0x1C Shared Action State Table Pointer
0x20 Move Table Pointer Player dependent move table pointer
0x24 Character's action state hitbox/animation pointer
0x28 End of hitbox data pointer?
0x2C Facing direction Float. 1 is right, -1 is left
0x30 Facing direction (Repeated)
0x34 Player Scale Read on map load.
0x38 Player Scale Read on map load. Set according to 0x94. Affects physics.
0x3C Player Depth Scale Read on map load. Changes width on Z-Axis
0x40 Pointer to Next Linked List Traditionally 0x00000000. THIS IS NOT ALWAYS CONSISTENT
0x44 Pointer to 0x40 / Pointer to Prev Linked List
0x48 Length of Linked List Always 0x40 (64)?
0x74 Unk Float. Used for Ness's Jump (@ 800CC654)
0x80 Horizontal velocity (air, self-induced) 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.
0x84 Vertical velocity (self-induced) Does not kill upward.
0x88 Depth velocity (self-induced) Float. Assume unused.
0x8C Horizontal velocity (attack-induced) Float. Positive = right, negative = left.
Float. Positive = up, negative = down. Only works when player is in the air. Changes when the
0x90 Vertical velocity (attack-induced) player is attacked. Kills upward.
0x94 Depth velocity (attack-induced) Float. Assume unused.
0xA4 Pointer to Prev Linked List
0xA8 Pointer to Next Linked List
0xAC Length of Linked List Int. Always 0x6 (6)?
0xB0 X (Horizontal) position Float. Positive is right, negative is left. 00000000 is center.
0xB4 Y (Vertical) position Float. Only works when player is in the air.
0xB8 Z (Depth) position Float
0xBC X (Horizonal) position (Prev. Frame) Float
0xC0 Y (Vertical) position (Prev. Frame) Float
0xC4 Z (Depth) Position (Prev. Frame) Float
0xC8 X Delta (Curr - Prev Pos) Float
0xCC Y Delta (Curr - Prev Pos) Float
0xD0 Z Delta (Curr - Prev Pos) Float
0xE0 Ground/Air state 0x00000000 on ground, 0x00000001 in air. Changing does nothing.
0xE4 ??? Float.
0xE8 ??? Float.
0xEC Horizontal velocity (ground, self-induced) Float. Self-induced. Also affects running animation.
0xF0 ??? Float.
0xF4 ??? Float.
0xF8
0x100 ??? Float.
0x104 Unk Pointer
0x108 Unk Pointer
0x10C Unk Pointer Used @ 80093D64. Related to Shield movement.
Character Attributes These values are taken from the dat files and loaded directly into memory.
0x110 Walk initial velocity Float.
0x114 Walk acceleration
0x118 Walk maximum velocity
0x11C Slow walk max?
0x120 Mid walk point?
0x124 Fast walk min?
0x128 Ground friction
0x12C Dash initial velocity
0x130 Dash/run acceleration A ...
0x134 Dash/run acceleration B
0x138 Dash/run terminal velocity
0x13C Run animation scaling
0x140 Run Acceleration?
0x144 Grounded Max Horizontal Velocity
0x148 Jump startup time
0x14C Jump H initial velocity
0x150 Jump V initial velocity
0x154 Ground to air jump momentum multiplier
0x158 Jump H max velocity
0x15C Hop V initial velocity
0x160 Air jump V multiplier
0x164 Air jump H multiplier
0x168 Number of jumps
0x16C Gravity
0x170 Terminal Velocity
0x174 Air mobility A
0x178 Air mobility B
0x17C Max Horizontal Air Mobility
0x180 Horizontal Air Friction
0x184 Fastfall Velocity
0x188 ???
0x18C Jab-2 input window
0x190 Jab-3 input window
0x194 Frames to change direction on standing turn
0x198 Weight
0x19C Model Scaling
0x1A0 Shield Size
0x1A4 Shield break initial velocity
0x1A8 Rapid jab window
0x1AC ???
0x1B0 ???
0x1B4 ???
0x1B8 Ledge Jump Horizontal Velocity
0x1BC Ledge Jump Vertical Velocity
0x1C0 Item Throw Velocity Multiplier
0x1C4 ???
0x1C8 ???
0x1CC ???
0x1D0 ???
0x1D4 ???
0x1D8 ???
0x1DC ???
0x1E0 ???
0x1E4 ???
0x1E8 ???
0x1EC ???
0x1F0 Kirby B Star Damage
0x1F4 Normal Landing Lag
0x1F8 N-air Landing Lag
0x1FC F-air Landing Lag
0x200 B-air Landing Lag
0x204 U-air Landing Lag
0x208 D-air Landing Lag
0x20C Victory Screen Window Model Scale
0x210 ???
0x214 Wall Jump Horizontal Velocity
0x218 Wall Jump Vertical Velocity
0x21C ???
0x220 ???
0x224 ???
0x228 ???
0x22C ???
0x230 ???
0x234 ???
0x238 ???
0x23C ???
0x240 ???
0x244 ???
0x248 ???
0x24C ???
0x250 ???
0x254 ???
0x258 ???
0x25C Bubble ratio?
0x260 ???
0x264 ???
0x268 ???
0x26C ???
0x270 Ice traction?
0x274 ???
0x278 ???
0x27C Camera Zoom Target Bone?
0x280 ???
0x284 ???
0x288 ???
0x28C Special Jump Action = -1...?
0x290 Weight Dependent Throw Speed Flags
*Character Attributes End*
0x2D4 Pointer to 0x2420 Used by functions that are checking Article FP data
0x2D8 Pointer to 0x2420 (Repeated)
0x3E4 Sub Action Event Timer
0x3E8 Sub Action State Frame Counter Float, resets to 1 with each new action state.
0x3EC Pointer to Next Event
0x3F0 Event Loop Count Int. Controlled by Event 0x0C
0x3F4 Event Return Pointer
0x3F8 Unk Int. Same functionality as 0x3F0.
0x3FC Unk
0x400 Pointer to 0x460
0x404 Pointer to 0x3C0
0x00 // Captain Falcon 0x00 // Mario DEBUG 0x02 Princess Peach's Castle 00 = // stay 0x00 // Capsule 0x00 = Normal 00000001 (1) // Stamina 0000 - 00A9: In-game sound effects DEFAULT 04: Princess Peach's Castle
0x01 // Donkey Kong 0x01 // Fox 000 [000] // Dummy 0x03 Rainbow Cruise 02 = // escape 0x01 // Box 0x01 = Fire 00000010 (2) // No Character Voice 00AA: Trophy get RC 42: Rainbow Cruise
0x02 // Fox 0x02 // Captain Falcon 001 [001] // TEST 0x04 Kongo Jungle 0x02 // Barrel (Taru) 0x02 = Electric 00000100 (4) // Low Gravity 00AB: Award jingle VIVI 21: Kongo Jungle
0x03 // Mr. Game & Watch 0x03 // Donkey Kong 0x05 Jungle Japes 03 = // jump 0x03 // Egg 0x03 = Slash 00001000 (8) // Invisible 00AC: Menu back 64DD 32: Jungle Japes
0x04 // Kirby 0x04 // Kirby STANDARD 0x06 Great Bay 04 = // normal 0x04 // Party Ball (Kusudama) 0x04 = Coin 00010000 (16) // Metal Icon 00AD: Menu forward 6502 22: Great Bay
0x05 // Barrel Cannon
0x05 // Bowser 0x05 // Bowser 002 [002] // Fountain of Dreams (Izumi) 0x07 Hyrule Temple 05 = // manual (TaruCann) 0x05 = Ice 00100000 (32) // Metal Character 00AE: Menu up/down AMPM 4b: Temple
0x06 = Sleep (103
0x06 // Link 0x06 // Link 003 [003] // Pokmon Stadium (Pstadium) 0x08 Brinstar 06 = // nana 0x06 // Bob-omb (BombHei) frames) 01000000 (64) // Unknown/Unused 00AF: Menu access denied BABA 61: Brinstar
0x07 = Sleep (412
0x07 // Luigi 0x07 // Sheik 004 [004] // Princess Peach's Castle (Castle) 0x09 Brinstar Depths 07 = // defensive 0x07 // Mr. Saturn (Dosei) frames) 10000000 (128) // Vibration Setting on 00B0: Magnifier damage sound BOMB 33: Brinstar Depths
0x08 // Mario 0x08 // Ness 005 [005] // Kongo Jungle (Kongo) 0x0A Yoshi's Story 08 = // struggle 0x08 // Heart Container 0x08 = Grounded 00B1: Pause sound DX 60: Yoshi's Story
0x09 // Marth 0x09 // Peach 006 [006] // Brinstar (Zebes) 0x0B Yoshi's Island 09 = // freak 0x09 // Maxim Tomato 0x09 = Grounded 00B2: Star Fox intercom sound EAD 5f: Yoshi's Island
0x0A // Mewtwo 0x0A // Popo 007 [007] // Corneria 0x0C Fountain of Dreams 0A = // cooperate 0x0A // Starman (Super Star) 0x0A = Cape 00B3: Results screen left/right HVC 31: Fountain of Dreams
0B = // splwlink (Bomb-Fest
0x0B // Ness 0x0B // Nana 008 [008] // Yoshi's Story (Story) 0x0D Green Greens Event Link) 0x0B // Home-Run Bat 0x0B = Empty 00B4: Results screen coin get MIC 23: Green Greens
0C = // splwsamus (Bomb-
0x0C // Peach 0x0C // Pikachu 009 [009] // Onett 0x0E Corneria Fest Event Samus) 0x0C // Beam Sword 0x0C = Disable 00B5 - 00C1: Misc menu sounds N64 06: Corneria
0x0D // Pikachu 0x0D // Samus 010 [00A] // Mute City 0x0F Venom 0D = // onlyitem 0x0D // Parasol 0x0D = Darkness 00DB - 013C: Item sounds NEO 54: Venom
0E = // evzelda (Hide 'n' 0x0E = Screw
0x0E // Ice Climbers 0x0E // Yoshi 011 [00B] // Rainbow Cruise (RCruise) 0x10 Pokemon Stadium Sheik Event Zelda) 0x0E // Green Shell (G Shell) Attack 013D - 014B: Crowd sounds NUS 40: Pokemon Stadium
014C - 020A: Walking sound effects (lots
0x0F // Jigglypuff 0x0F // Jigglypuff 012 [00C] // Jungle Japes (Garden) 0x11 Poke Floats 0F = // noact 0x0F // Red Shell (R Shell) 0x0F = Lips Stick of repeats) QD 41: Poke Floats
0x10+ = Nothing
0x10 // Samus 0x10 // Mewtwo 013 [00D] // Great Bay 0x12 Mute City 10 = // air 0x10 // Ray Gun (L Gun) (no graphic) SW 38: Mute City
0x11 // Yoshi 0x11 // Luigi 014 [00E] // Hyrule Temple (Shrine) 0x13 Big Blue 11 = // item 0x11 // Freezie (Freeze) 4E20: Narrator game title shouts TIE 03: Big Blue
0x12 // Zelda 0x12 // Marth 015 [00F] // Brinstar Depths (Kraid) 0x14 Onett 12 = // Guard edge 0x12 // Food 7530: Narrator game modes VBOY 3c: Mother
0x13 // Proximity Mine
0x13 // Sheik 0x13 // Zelda 016 [010] // Yoshi's Island (Yoster) 0x15 Fourside bom (MSBomb) 9C40: Narrator single-player phrases 1f: EarthBound
0x14 // Falco 0x14 // Young Link 017 [011] // Green Greens (Greens) 0x16 Icicle Mountain 14 = // Cooperative 0x14 // Flipper C350: Narrator versus phrases RESTRICTED 29: Mushroom Kingdom
7C830: Narrator character calls +
0x15 // Young Link 0x15 // Dr. Mario 018 [012] // Fourside 0x18 Mushroom Kingdom 15 = // Coop 2 0x15 // Super Scope (S Scope) Additional phrases CPU1 2a: Mushroom Kingdom (Finale)
0x16 // Dr. Mario 0x16 // Falco 019 [013] // Mushroom Kingdom I (Inishie1) 0x19 Mushroom Kingdom II 16 = // Normal? 0x16 // Star Rod CPU2 2b: Mushroom Kingdom II
0x17 // Roy 0x17 // Pichu 020 [014] // Mushroom Kingdom II (Inishie2) 0x1B Flat Zone 17 = // Multi-Man Melee AI 0x17 // Lip's Stick CPU3 2c: Mushroom Kingdom II (Finale)
0x18 // Mr. Game &
0x18 // Pichu Watch // 021 [015] // Akaneia (Deleted Stage) 0x1C Dream Land 18 = // Escape + Attack 0x18 // Fan (Harisen) CPU4 28: Icicle Mountain
0x19 // Ganondorf 0x19 // Ganondorf 022 [016] // Venom 0x1D Yoshi's Island (64) 19 = // Walk + Attack 0x19 // Fire Flower (F Flower) CPU5 1e: Flat Zone
0x1A // Super Mushroom
0x1A // Master Hand 0x1A // Roy 023 [017] // Pok Floats (Pura) 0x1E Kongo Jungle (64) 1A = // Stay + Attack (Kinoko) CPU6 39: Kongo Jungle N64
0x1B // Wireframe Male 0x1B // Poison Mushroom
(Boy) 0x1B // Master Hand 024 [018] // Big Blue 0x24 Battlefield 1B + = // Normal (DKinoko) CPU7 3b: Yoshi's Island N64
0x1C // Wireframe Female
(Girl) 0x1C // Crazy Hand 025 [019] // Icicle Mountain (Icemt) 0x25 Final Destination 0x1C // Hammer CPU8 3a: Dream Land N64
0x1D // Wireframe Male
(Boy) 026 [01A] // Icetop 0x1D // Warp Star (WStar) CPU9 4d: Super Mario Bros. 3
0x1E // Wireframe
0x1E // Crazy Hand Female (Girl) 027 [01B] // Flat Zone 0x1E // Screw Attack (ScBall) HMN 4a: Saria's Theme
0x1F // Sandbag 0x1F // Giga Bowser 028 [01C] // Dream Land N64 (old ppp) 0x1F // Bunny Hood (RabbitC) HMN 3f: Battle Theme (Pokemon)
0x20 // Popo 0x20 // Sandbag 029 [01D] // Yoshi's Island N64 (old yosh) 0x20 // Metal Box (MetalB) HMN0 01: Fire Emblem
0x21 // User Select(Event) 0x21 // Cloaking Device
/ None 030 [01E] // Kongo Jungle N64 (old kong) (SpyCloak) HMN1 37: Mach Rider
031 [01F] // Battlefield (battle) 0x22 // Pok Ball (M Ball) HMN2 3d: Mother 2
032 [020] // Final Destination (last) HMN3 07: Dr. Mario
ITEM RELATED HMN4 02: Balloon Fight
TARGET TEST 0x23 // Ray Gun recoil effect HMN5 50: Metal Battle
033 [021] // Target Test // Mario (TMario) 0x24 // Star Rod Star HMN6 51: Battlefield
034 [022] // Target Test // C. Falcon
(TCaptain) 0x25 // Lips Stick Dust HMN7 4e: Final Destination
035 [023] // Target Test // Young Link
(TClink) 0x26 // Super Scope Beam HMN8 53: Targets!
036 [024] // Target Test // Donkey Kong
(TDonkey) 0x27 // Ray Gun Beam HMN9 26: Multi-Man Melee 1
037 [025] // Target Test // Dr. Mario
(TDrmario) 0x28 // Hammer Head 27: Multi-Man Melee 2
038 [026] // Target Test // Falco (TFalco) 0x29 // Flower RANDOM
039 [027] // Target Test // Fox (TFox) 0x2A // Yoshi's egg (Event) AAAA
040 [028] // Target Test // Ice Climbers
(TIceclim) 1DER
041 [029] // Target Test // Kirby (TKirby) MONSTERS 2BIT
042 [02A] // Target Test // Bowser (TKoopa) 0x2B // Goomba (DKuriboh) 2L8
043 [02B] // Target Test // Link (TLink) 0x2C // Redead (Leadead) 2PAY
044 [02C] // Target Test // Luigi (TLuigi) 0x2D // Octarok (Octarock) 401K
045 [02D] // Target Test // Marth (TMars) 0x2E // Ottosea 4BDN
046 [02E] // Target Test // Mewtwo
(TMewtwo) 0x2F // Stone(Octarok Projectile) 4BY4
047 [02F] // Target Test // Ness (TNess) 4EVA
048 [030] // Target Test // Peach (TPeach) CHARACTER RELATED 7HVN
049 [031] // Target Test // Pichu (TPichu) 0x30 // Mario's fire AOK
050 [032] // Target Test // Pikachu
(TPikachu) 0x31 // Dr.Mario's Capsule ARCH
051 [033] // Target Test // Jigglypuff (TPurin) 0x32 // Kirby's Cutter beam ARN
052 [034] // Target Test // Samus (TSamus) 0x33 // Kirby's Hammer ASH
053 [035] // Target Test // Sheik (TSeak) 0x34 // BAST
054 [036] // Target Test // Yoshi (TYoshi 0x35 // BBBB
055 [037] // Target Test // Zelda (TZelda) 0x36 // Fox's Laser BCUZ
056 [038] // Target Test // Mr. Game &
Watch (TGamewat) 0x37 // Falco's Laser BETA
057 [039] // Target Test // Roy (TEmblem) 0x38 // Fox's shadow BOBO
058 [03A] // Target Test // Ganondorf
(TGanon) 0x39 // Falco's shadow BONE
0x3A // Link's bomb BOO
ADVENTURE MODE 0x3B // Young Link's bomb BORT
059 [03B] // 1 //1 Kinoko (Mushroom
Kingdom Adventure) 0x3C // Link's boomerang BOZO
060 [03C] // 1 //2 Castle (vs Peach & Mario
[or luigi]) 0x3D // Young Link's boomerang BUB
061 [03D] // 2 //1 Kongo (vs 2 mini Donkey
Kongs) 0x3E // Link's Hookshot BUD
062 [03E] // 2 //2 Garden (vs Donkey Kong) 0x3F // Young Link's Hookshot BUZZ
063 [03F] // 3 //1 Meiktu (Zelda Adventure
[Underground Maze]) 0x40 // Arrow BYRN
064 [040] // 3 //2 Shrine (vs Zelda) 0x41 // Fire Arrow CHUM
065 [041] // 4 //1 Zebes (vs Samus) 0x42 // PK Fire COOP
066 [042] // 4 //2 Dassyut (Escape from
Brinstar Adventure) 0x43 // PK Flash CUBE
067 [043] // 5 //1 Greens (vs Kirby) 0x44 // PK Flash CUD
068 [044] // 5 //2 Greens (vs Kirby Team) 0x45 // PK Thunder (Primary) DAYZ
069 [045] // 5 //3 Greens (classic Kirby
music) (vs Giant Kirby) 0x46 // PK Thunder DIRT
070 [046] // 6 //1 Corneria (vs Fox [or Falco]) 0x47 // PK Thunder DIVA
071 [047] // 6 //2 Corneria (vs Fox [or Falco]
with massive arwing attack) 0x48 // PK Thunder DNCR
072 [048] // 7 //1 Pokmon Stadium (vs
Pikachu Team, and 1 Jigglypuff if unlocked,
lots of pokeball) 0x49 // PK Thunder DUCK
073 [049] // 8 //1 B Route (F //Zero
Adventure[F //Zero Grand Prix]) 0x4A // Fox's Blaster DUD
074 [04A] // 8 //2 Mute City (vs Captain
Falcon) 0x4B // Falco's Blaster DUFF
075 [04B] // 9 //1 Onett (vs Ness x3, lots of
Mr Saturn) 0x4C // Link's Arrow DV8
076 [04C] // 10 //1 Icemt (Icicle Mountain
Adventure) 0x4D // Young Link's arrow ED
077 [04D] // 10 //2 Icetop (vs Ice Climbers x2) 0x4E // PK Flash (explosion) ELBO
078 [04E] // 11 //1 Battle (vs Fighting
Wireframe team, low gravity) 0x4F // Needle(thrown) FAMI
079 [04F] // 11 //2 Battle (vs Metal Mario [&
Metal Luigi if unlocked]) 0x50 // Needle FIDO
080 [050] // 12 //1 Last (vs Bowser) 0x51 // Pikachu's Thunder FILO
081 [051] // 12 //2 Last (vs Giga Bowser) 0x52 // Pichu's Thunder FIRE
0x53 // Mario's cape FLAV
BONUS STAGE 0x54 // Dr.Mario's cape FLEA
082 [052] // Takisusume (Race to the Finish
Classic) 0x55 // Smoke (Sheik) FLYN
083 [053] // Grab the Trophies (figureget) 0x56 // Yoshi's egg(thrown) GBA
084 [054] // Homerun Contest (homerun) 0x57 // Yoshi's Tongue?? GCN
085 [055] // Heal (All-Star's Stage Inbetween
Matches) 0x58 // Yoshi's Star GLUV
0x59 // Pikachu's thunder (B) GR8
CLASSIC (VS SINGLE CHARACTER) 0x5A // Pikachu's thunder (B) GRIT
086 [056] // Princess Peach's Castle (vs
Mario) 0x5B // Pichu's thunder (B) GRRL
087 [057] // Rainbow Cruise (vs Mario) 0x5C // Pichu's thunder (B) GUST
088 [058] // Kongo Jungle (vs Donkey Kong) 0x5D // Samus's bomb GUT
089 [059] // Jungle Japes (vs Donkey Kong) 0x5E // Samus's chargeshot HAMB
090 [05A] // Great Bay (vs Link) 0x5F // Missile HAND
091 [05B] // Temple (vs Link) 0x60 // Grapple beam HELA
092 [05C] // Brinstar (vs Samus) 0x61 // Sheik's chain HEYU
093 [05D] // Brinstar Depths (vs Samus) 0x62 // HI5
094 [05E] // Yoshi's Story (vs Yoshi) 0x63 // Turnup HIKU
095 [05F] // Yoshi's Island (vs Yoshi) 0x64 // Bowser's flame HOOD
096 [060] // Fountain of Dreams (vs Kirby) 0x65 // Ness's bat HYDE
097 [061] // Green Greens (vs Kirby) 0x66 // Yoyo IGGY
098 [062] // Corneria (vs Fox) 0x67 // Peach's parasol IKE
099 [063] // Venom (vs Fox) 0x68 // Toad IMPA
100 [064] // Pokmon Stadium (Only
Pokeballs)(vs Pikachu) 0x69 // Luigi's fire JAZZ
101 [065] // Mushroom Kingdom I (vs Luigi) 0x6A // Ice(Iceclimbers) JEKL
102 [066] // Mushroom Kingdom II (vs Luigi) 0x6B // Blizzard JOJO
103 [067] // Mute City (vs Captain Falcon) 0x6C // Zelda's fire JUNK
104 [068] // Big Blue (vs Captain Falcon) 0x6D // Zelda's fire (explosion) KEY
105 [069] // Onett (vs Ness) 0x6E // KILA
106 [06A] // Fourside (vs Ness) 0x6F // Toad's spore KITY
107 [06B] // Pokmon Stadium (vs Jigglypuff) 0x70 // Mewtwo's Shadowball KLOB
108 [06C] // Princess Peach's Castle (vs
Bowser) 0x71 // Iceclimbers' Up //B KNEE
109 [06D] // Battlefield (vs Bowser) 0x72 // Pesticide L33T
110 [06E] // Princess Peach's Castle (vs
Peach) 0x73 // Manhole L8ER
111 [06F] // Mushroom Kingdom II (vs Peach) 0x74 // Fire(G&W) LCD
112 [070] // Temple (vs Zelda) 0x75 // Parashute LOKI
113 [071] // Great Bay (vs Marth) 0x76 // Turtle LULU
114 [072] // Final Destination (vs Mewtwo) 0x77 // Sperky MAC
115 [073] // Pokmon Stadium (vs Mewtwo) 0x78 // Judge MAMA
116 [074] // Icicle Mountain (vs Ice Climbers) 0x79 // ME
117 [075] // Icicle Mountain (vs Ice Climbers) 0x7A // Sausage MILO
118 [076] // Mushroom Kingdom I (Dr. Mario
Music) (vs Dr. Mario) 0x7B // Milk (Young Link) MIST
119 [077] // Great Bay (vs Young Link) 0x7C // Firefighter(G&W) MOJO
120 [078] // Temple (vs Young Link) 0x7D // Masterhand's Laser MOSH
121 [079] // Corneria (vs Falco) 0x7E // Masterhand's Bullet NADA
122 [07A] // Venom (vs Falco) 0x7F // Crazyhand's Laser ZZZZ
123 [07B] // Great Bay (Unused) 0x80 // Crazyhand's Bullet NAVI
124 [07C] // Pokmon Stadium (Pichu) 0x81 // Crazyhand's Bomb NELL
0x82 // Kirby copy Mario's Fire
(B) NEWT
0x83 // Kirby copy Dr. Mario's
CLASSIC (VS TWO CHARACTERS) Capsule (B) NOOK
125 [07D] // Battlefield (Plays Mario Theme)
(vs Team Mario & Bowser) 0x84 // Kirby copy Luigi's Fire (B) NEWB
126 [07E] // Mushroom Kingdom II (vs Team 0x85 // Kirby copy IceClimber's
Mario & Peach) IceCube (B) ODIN
127 [07F] // Kongo Jungle (vs Team DK & 0x86 // Kirby copy Peach's Toad
Fox) (B) OLAF
0x87 // Kirby copy Toad's Spore
128 [080] // Temple (vs Team Link & Zelda) (B) OOPS
129 [081] // Great Bay (vs Team Link & 0x88 // Kirby copy Fox's Laser
Young Link) (B) OPUS
130 [082] // Mushroom Kingdom I (vs Team 0x89 // Kirby copy Falco's Laser
Link & Luigi) (B) PAPA
131 [083] // Great Bay (Saria's Song) (vs 0x8A // Kirby copy Fox's Blaster
Team Marth & Link) (B) PIT
132 [084] // Big Blue (vs Team Samus & 0x8B // Kirby copy Falco's
Captain Falcon) Blaster (B) POP
0x8C // Kirby copy Link's Arrow
133 [085] // Brinstar (vs Team Samus & Fox) (B) PKMN
134 [086] // Yoshi's Story (vs Team Yoshi & 0x8D // Kirby copy Young Link's
Luigi) Arrow (B) QTPI
135 [087] // Yoshi's Island (vs Team Yoshi & 0x8E // Kirby copy Link's Arrow
Ness) (B) RAM
136 [088] // Green Greens (vs Team Kirby & 0x8F // Kirby copy Young Link's
Pikachu) Arrow (B) RNDM
137 [089] // Fountain of Dreams (vs Team 0x90 // Kirby copy Mewtwo's
Kirby & Pichu) Shadowball (B) ROBN
138 [08A] // Green Greens (vs Team Kirby &
Jigglypuff) 0x91 // Kirby copy PK Flash (B) ROT8
139 [08B] // Icicle Mountain (vs Team Kirby & 0x92 // Kirby copy PK Flash
Ice Climbers) Explosion (B) RUTO
0x93 // Kirby copy Pikachu's
140 [08C] // Corneria (vs Team Fox & Falco) Thunder (B) SAMI
141 [08D] // Mute City (vs Team Fox & 0x94 // Kirby copy Pikachu's
Captain Falcon) Thunder (B) SET
142 [08E] // Pokmon Stadium (vs Team 0x95 // Kirby copy Pichu's
Pikachu & Pichu) Thunder (B) SETI
143 [08F] // Pokmon Stadium (vs Team 0x96 // Kirby copy Pichu's
Pikachu & Jigglypuff) Thunder (B) SHIG
144 [090] // Mushroom Kingdom I (vs Team 0x97 // Kirby copy Samus'
Luigi & Dr. Mario) Chargeshot (B) SK8R
145 [091] // Onett (alt music) (vs Team Ness 0x98 // Kirby copy Sheik's
& Peach) Needle (thrown) (B) SLIM
146 [092] // Fourside (vs Team Ness & 0x99 // Kirby copy Sheik's
Mewtwo) Needle (ground) (B) SMOK
147 [093] // Big Blue (mRider song) (vs Team 0x9A // Kirby copy Bowser's
Captain Falcon & Falco) Flame (B) SNES
148 [094] // Battlefield (vs Team Bowser & 0x9B // Kirby copy Mr. Game &
Mewtwo) Watch's Sausage (B) SNTA
149 [095] // Battlefield (vs Team Bowser &
Peach) 0x9C // (unique) SPUD
150 [096] // Battlefield (vs Team Bowser & 0x9D // Yoshi's Tongue??
Zelda) (B) STAR
151 [097] // Temple (vs Team Peach & Zelda) 0x9E // (unique) THOR
152 [098] // Great Bay (Saria's Song) (vs
Team Zelda & Young Link) 0x9F // Coin THUG
153 [099] // Temple (Emblem) (vs Team
Zelda & Marth) 0xA0 // (unique) TIRE
154 [09A] // Great Bay (Unused) TLOZ
POKEMON TNDO
0xA0 // Used for Random
CLASSIC (VS GIANT CHARACTER) Pokemon value TOAD
155 [09B] // Princess Peach's Castle (vs
Giant Mario) 0xA1 // Goldeen (Tosakinto) TOMM
156 [09C] // Kongo Jungle (vs Giant DK) 0xA2 // Chicorita UNO
157 [09D] // Great Bay (vs vs Giant Link) 0xA3 // Snorlax WALK
158 [09E] // Yoshi's Story (vs Giant Yoshi) 0xA4 // Blastoise WART
159 [09F] // Mushroom Kingdom II (vs Giant
Luigi) 0xA5 // Weezing (Matadogas) WARZ
160 [0A0] // Mute City (vs Giant Captain
Falcon) 0xA6 // Charizard (Lizardon) WITH
161 [0A1] // Pokmon Stadium (vs Giant
Jigglypuff) 0xA7 // Moltres YETI
162 [0A2] // Fountain of Dreams (vs Giant
Bowser) 0xA8 // Zapdos YNOT
163 [0A3] // Mushroom Kingdom I (vs Giant
Dr. Mario) 0xA9 // Articuno ZAXO
164 [0A4] // Temple (vs Giant Young Link) 0xAA // Wobbuffet ZETA
0xAB // Scizor ZOD
CLASSIC (VS TEAM CHARACTER) 0xAC // Unown ZOE
165 [0A5] // Rainbow Cruise (vs Team Mario) 0xAD // Entei WORM
166 [0A6] // Jungle Japes (vs Team Donkey
Kong) 0xAE // Raikou GEEK
167 [0A7] // Fountain of Dreams (vs Team
Kirby) 0xAF // Suicune DUDE
168 [0A8] // Mushroom Kingdom II (vs Team
Luigi) 0xB0 // Bellossom (Kireihana) WYRN
169 [0A9] // Onett (vs Team Ness) 0xB1 // Electrode (Marumine) BLOB
170 [0AA] // Pokmon Stadium (vs Team
Jigglypuff) 0xB2 // Lugia
171 [0AB] // Icicle Mountain (Unused) 0xB3 // Ho-oh
172 [0AC] // Pokmon Stadium (vs Team
Pichu) 0xB4 // Ditto (Metamon)
173 [0AD] // Flat Zone (vs Team Game &
Watch) 0xB5 // Clefairy
174 [0AE] // Mute City (vs Team Captain
Falcon) 0xB6 // Togepi
0xB7 // Mew
CLASSIC FINAL 0xB8 // Celebi
175 [0AF] // Battlefield (No items) (vs Metal
Character) 0xB9 // Staryu (Hitodeman)
176 [0B0] // Final Destination (No items) (vs
Master Hand) 0xBA // Chansey
0xBB // Porygon2
ALL-STAR 0xBC // Cyndaquil (Hinoarashi)
177 [0B1] // Rainbow Cruise (vs Mario) 0xBD // Marill
178 [0B2] // Kongo Jungle (vs Donkey Kong) 0xBE // Venusaur (Fushigibana)
179 [0B3] // Great Bay (vs Link)
180 [0B4] // Brinstar (vs Samus) POKEMON RELATED
181 [0B5] // Yoshi's Story (vs Yoshi) 0xBF // Chicorita's Leaf
182 [0B6] // Green Greens (vs Kirby) 0xC0 // Blastoise's Water
183 [0B7] // Corneria (vs Fox) 0xC1 // Weezing's Gas
184 [0B8] // Pokmon Stadium (vs Pikachu) 0xC2 // Weezing's Gas
185 [0B9] // Mushroom Kingdom I (vs Luigi) 0xC3 // Charizard's Breath
186 [0BA] // Mute City (vs Captain Falcon) 0xC4 // Charizard's Breath
187 [0BB] // Onett (vs Ness) 0xC5 // Charizard's Breath
188 [0BC] // Pok Floats (vs Jigglypuff) 0xC6 // Charizard's Breath
189 [0BD] // Icicle Mountain (vs Ice Climbers) 0xC7 // Mini-Unowns
190 [0BE] // Princess Peach's Castle (vs
Peach) 0xC8 // Lugia's Aeroblast
191 [0BF] // Temple (vs Zelda) 0xC9 // Lugia's Aeroblast
192 [0C0] // Fountain of Dreams (Emblem
Music) (vs Marth) 0xCA // Lugia's Aeroblast
193 [0C1] // Battlefield (Pok Floats song) (vs
Mewtwo) 0xCB // Ho-Oh's Flame
194 [0C2] // Yoshi's Island (vs Bowser) 0xCC // Staryu's Star
195 [0C3] // Mushroom Kingdom II (Dr Mario
Music) (vs Dr Mario) 0xCD // Healing Egg
196 [0C4] // Jungle Japes (vs Young Link) 0xCE // Cyndaquil's Fire
197 [0C5] // Venom (vs Falco) 0xCF //
198 [0C6] // Fourside (vs Pichu)
199 [0C7] // Final Destination (Emblem
Music) (vs Roy) MONSTERS 2
200 [0C8] // Flat Zone (vs Team Game &
Watch) 0xD0 // Old Goomba (Old-Kuri)
201 [0C9] // Brinstar Depths (vs Gannondorf) 0xD1 // Target (Mato)
0xD2 // Shyguy (Heiho)
0xD3 // Koopa(Green)
EVENT MATCH (Nokonoko)
202 [0CA] // Battlefield (Event #01) (Trouble
King) 0xD4 // Koopa(Red) (PataPata)
203 [0CB] // Temple (Event #18) (Link's
Adventure) 0xD5 // Likelile
204 [0CC] // Princess Peach's Castle (Event 0xD6 // Old Redead (old-lead)
#03) (Bomb-fest) [invalid]
205 [0CD] // Yoshi's Story (Event #04) (Dino- 0xD7 // Old Octorok(old-octa)
wrangling) [invalid]
206 [0CE] // Onett (Event #05) (Spare
Change) 0xD8 // Old Ottosea (old-otto)
207 [0CF] // Fountain of Dreams (Event #06)
(Kirbys on Parade) 0xD9 // White Bear (whitebea)
208 [0D0] // Pokmon Stadium (Event #07)
(Pokmon Battle) 0xDA // Klap
209 [0D1] // Brinstar (Event #08) (Hot Date on
Brinstar) 0xDB // Green Shell (zgshell)
210 [0D2] // Great Bay (Event #09) (Hide 'n' 0xDC // Red Shell (green act)
Sheik) (zrshell)
211 [0D3] // Yoshi's Island (Event #10) (All-
Star Match 1-1 /vs Mario)
212 [0D4] // Icicle Mountain (Event #11) (King
of the Mountain) STAGE SPECIFIC
213 [0D5] // Mute City (Event #12) (Seconds,
Anyone?) 0xDD // Tingle (on balloon)
214 [0D6] // Rainbow Cruise (Event #13)
(Yoshi's Egg) 0xDE // [Invalid]
215 [0D7] // Goomba (Event #14) (Trophy
Tussle 1) 0xDF // [Invalid]
216 [0D8] // Battlefield (Event #44) (Mewtwo
Strikes!) 0xE0 // [Invalid]
217 [0D9] // Corneria (Event #16) (Kirby's Air-
raid) 0xE1 // Apple
218 [0DA] // Jungle Japes (F-Zero Music)
(Event #17) (Bounty Hunters) 0xE2 // Healing Apple
219 [0DB] // Kongo Jungle (Event #2) (Lord of
the Jungle) 0xE3 // [Invalid]
220 [0DC] // Final Destination (Event #19)
(Peach's Peril) 0xE4 // [Invalid]
221 [0DD] // Brinstar (Event #20) (All-Star
Match 2-1 /vs Samus) 0xE5 // [Invalid]
222 [0DE] // Princess Peach's Castle (Event
#21) (Ice Breaker) 0xE6 // Tool (Flatzone)
223 [0DF] // Mushroom Kingdom II (Event
#22) (Super Mario 128) 0xE7 // [Invalid]
224 [0E0] // Brinstar Depths (Event #27)
(Cold Armor) 0xE8 // [Invalid]
225 [0E1] // Yoshi's Island (Event #24) (The
Yoshi Herd) 0xE9 // Birdo
226 [0E2] // Fourside (DK Rap) (Event #25)
(Gargantuans) 0xEA // Arwing Laser
227 [0E3] // Entei (Event #26) (Trophy Tussle
2) 0xEB // Great Fox's Laser
228 [0E4] // Venom (Event #23) (Slippy's
Invention) 0xEC // Birdo's Egg
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] // Pokmon 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] // Pok 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) (All-
Star 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) (All-
Star 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] // Pokmon 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 3-
4 /vs Ice Climbers)
264 [108] // Mushroom Kingdom II (All-Star
Match 4-2 /vs Luigi)
265 [109] // Pok 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 5-
2 /vs Falco)
269 [10D] // Pokmon 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] // Pokmon 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] // Pokmon Stadium //Unlocking
Pichu?
284 [11C] // Temple (Emblem Music)
//Unlocking Roy?
MULTI-MAN MELEE
285 [11D] // Battlefield (Multi-Man Melee)
Address Offset Effect Comments
Generic Entity Struct Length 0x44 This is the same entity structure used by players, objects, and items
0x00 Flags Short Entity Class. Byte Unk1. Byte Unk2. - Ex. 0x00040805
0x04 Flags Short $0. Byte $3. Byte Class.(?) - Ex. 0x00000304
0x08 Next entity's data pointer
0x0C Previous Entity's data pointer
0x10 Next Entity's data pointer (Repeated)
0x14 Previous Entity's data pointer (Repeated)
Pointer to Linked List -0x20 before Next Entity's
0x18 Data Pointers to prev* and next*, size, int[5]. Assumed 0x20 bytes wide
0x1C Pointer to Unk Function Always seems to be 0x80080E18(entity_t*, int code) for players and 0x8026EECC for items, called each frame
0x20 0x00000000
0x24 0x00000000
0x28 Pointer to Unk Struct
0x2C Pointer to Entity Data For Players, this is a pointer to 0x60. This is not true of Items.
0x30 Pointer to Destructor Function? Always 0x8006DABC for players. 0x8026AE10 for Blaster, possibly same for other items.
0x40 Pointer to Linked List Pointers to prev* and next*, size, int[5]. Assumed 0x20 bytes wide
Pointer to Linked List -0x20 before Current Entity's
0x44 Data Pointers to prev* and next*, size, int[5]. Assumed 0x20 bytes wide
Spawn Item Struct Length 0x58? Used for the SpawnEntity function
0x00 Pointer to Player Entity Not always applicable. Used for characters like Peach
0x04 Pointer to Player Entity (Repeated?)
0x08 Item Type Index
0x0C Sub Type?
0x10 Unk Pointer Set to 0 by SpawnEntity; is never read. May be leftover garbage from the stack.
0x14 X (Horizontal) Position Float
0x18 Y (Vertical) Position Float
0x1C Z (Depth) Position Float
0x20 X Position (Repeated) Float
0x24 Y Position (Repeated) Float
0x28 Z Position (Repeated) Float
0x2C X Velocity Float
0x30 Y Velocity Float
0x34 Z Velocity Float
0x38 Angular Velocity Float. 1 or -1
0x44 0x80000000
0x48 "Is Spawned" Flag Set to 1 by SpawnItem
0x50 Pointer to Player Article Floating Points Used by Fox's Laser and presumably anything else modified by Article FP
0x54 Pointer to Player Character Data
*Hitbox Data Offsets Start* (It would be useful if we could figure out what all these "flags" everywhere mean :/)
0x0 Hitbox Status (0 is disabled, 1 and 2 (seems to only be 2?) initialize 3, which is enabled) Doesn't actually revalidate hitboxes alone.
0x4 ???
0x8 Damage (Unstaled, Int) For use in damage calculation as hitbox damage
0xC Damage (Staled, Float)
0x10 Z offset from bone (float)
0x14 Y offset from bone (float)
0x18 X offset from bone (float)
0x1C Size of hitbox (float)
0x20 Knockback Angle (int)
0x24 Knockback Growth (int)
0x28 Weight-Dependent Base Knockback(int)
0x2C Base Knockback
0x30 Element (int)
0x34 Shield Damage (int)
0x38 Hit SFX (int)
0x3C Hit SFX type (int) Punkline - "(just increments previous index by 3)" (doesn't exactly seem like that's the case?)
0x40 Flags 1
0x41 Flags 1
0x42 Flags 1
0x43 Flags 1
0x44 Flags 2
0x45 Flags 2
0x46 Flags 2
0x47 Flags 2
0x48 Bone Attachment Data Pointer
0x4C Z Position (float)
0x50 Y Position (float)
0x54 X Position (float)
0x58 Last Z Position (float)
0x5C Last Y Position (float)
0x60 Last X Position (float)
0x64 Last Collision Z Position (float)
0x68 Last Collision Y Position (float)
0x6C Last Collision X Position (float)
Move Table Struct
0x00 Index Note: NOT the same as action state ID. This index is bizarre and different per character it seems.
0x04
0x08 Flags 1
0x0C Function pointer - animation interrupt Points to a function that defines what state is entered at the end of this one.
0x10 Function pointer - input interrupt Points to the state's IASA function.
0x14 Function pointer - action physics Points to the state's physics behavior per frame.
0x18 Function pointer - collision interrupt Points to the state's function that defines what state to enter when platform collision changes.
0x1C Function pointer - camera behavior Points to a function related to camera behavior for the given state.
0x20 Start of next move
0x803fa3e8 0x803fc2ec 1F04 Debug menu tables/strings (only use this if you don't mind overwriting the debug menu!)
0x803fc420 0x803fdc1c 17FC 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)
Ground to Air Frames to Change Ledgejump Victory Screen Weight
Walk Initial Walk Walk Maximum Friction/Stop Dash Initial Dash & Run Dash & Run Dash & Run Run Animation Run Jump Startup Lag Jump H Initial Jump V Initial Jump Momentum Jump H Maximum Shorthop V Initial Air Jump Max Aerial H Fast Fall Terminal Direction on Shield Break Rapid Jab Horizontal Ledgejump Item Throw Kirby Neutral+B Normal Landing Window Model Walljump H Walljump V Camera Zoom Dependent Throw
Velocity Acceleration? Velocity Slow Walk Max? Mid Walk Point? Fast Walk Min? Deccel Velocity Acceleration A Acceleration B Terminal Velocity Scaling Acceleration? (Frames) Velocity Velocity Multiplier Velocity Velocity Multiplier Same as 0x04C Number of Jumps Gravity Terminal Velocity Air Mobility A Air Mobility B Velocity Air Friction Velocity 0024? Jab 2 Window? Jab 3 Window? Standing Turn Weight Model Scaling Shield Size Initial Velocity Window Velocity Vertical Velocity Velocity Star Damage Lag N-Air Landing Lag F-Air Landing Lag B-Air Landing Lag U-Air Landing Lag D-Air Landing Lag Scaling 0x160? Velocity Velocity Bubble Ratio? Ice Traction? Target Bone? 0x2D8? Special Jump Action = -1...? Speed Flags
Pichu 0.15 0.1 1.24 0.108 0.25 0.367 0.1 1.8 0.08 0.02 1.72 0.467 30 3 3 0.8 2.6 0.8 1.8 1.7 1 0.8 0x02 0.11 1.9 0.03 0.02 0.85 0.01 2.5 3 24 0 4 55 0.5 24.3 3.5 0 16 0 0x1 1 2.6 0.9 0.9 0.2 1.6 0 6 0 0 9 0 6 1.76 9 2 12 15 18 18 26 17 0.5 1.3 2.6 0.8 0.6 0.3 -0.3 1.1 -0.3 -0.3 1.1 1.3 0 -0.2 1.1 1.3 3.35 1.1 0.5 7 -1 -9.5 2.3 1 1 1 1 0x0F 0 0 0 0 1101
Bowser 0.03 0.05 0.65 0.09 0.27 0.345 0.06 1 0.04 0.02 1.5 1.32 30 3 8 1 2.8 0.9 1 1.6 1 0.9 0x02 0.13 1.9 0.03 0.02 0.8 0.01 2.4 3 24 0 8 117 / 118 0.69 31.25 3.2 0 16 0 0x1 1 2.2 1 1 0.2 2.7 0 6 0 0 9 0 6 3 19 6 30 30 35 30 40 25 0.7 1.3 2.8 0.9 1.8 0.3 -1.1 -0.1 -0.3 -1.1 -0.1 1.6 0 -0.9 -0.1 1.6 3.35 1.7 0.5 14.2 -3 -5 2.3 1 1 1 1 0x1E 0 0 0 0 100
Samus 0.3 0.1 1 0.1548 0.3784 0.6192 0.06 1.86 0.1 0.02 1.4 1.39 30 3 3 1 2.1 0.8 1.3 1.7 0.9 0.9 0x02 0.066 1.4 0.0125 0.02 0.89 0.01 2.3 3 24 0 4 110 0.88 16.25 2.31 0 16 0 0x1 1 2.1 1 1 0.2 2.25 0 6 0 0 9 0 6 2.47 18 4 15 15 15 15 15 22 0.5 1.3 2.1 1 0.9 0 1.8 1.2 0 1.8 1.2 0.8 0 1.8 1.2 0.8 3.35 1 0.5 8.8 0 3.4 2.3 1 1 1 1 0x13 0 0 0 0 0
Pikachu 0.15 0.1 1.24 0.21 0.517 0.837 0.09 1.8 0.08 0.02 1.8 1.54 30 3 3 0.8 2.6 0.8 1.8 1.7 1 0.8 0x02 0.11 1.9 0.03 0.02 0.85 0.01 2.7 3 24 0 4 80 0.9 12 2.65 0 16 0 0x1 1 2.6 1 1 0.2 1.7 0 6 0 0 9 0 6 1.87 13 4 15 20 30 26 40 17 0.5 1.3 2.6 0.8 0.7 0 -0.1 0.2 0 -0.1 0.2 1.3 0 0 0.2 1.3 3.35 1 0.5 7.8 -1 -2.7 2.3 1 1 1 1 0x05 0 0 0 0 1101
Kirby 0.16 0.1 0.85 0.1748 0.4232 0.6740533 0.08 1.4 0.08 0.02 1.4 / 1.5 1.325 30 3 3 0.9 2 0.8 1.4 1.5 0 0 0x06 0.08 1.6 0.04 0.02 0.78 0.02 2 3 24 0 4 70 / 74 0.92 14.7 2.5 0x04 16 0 0x1 1 2 1 1 0.2 1.7 0 6 0 0 9 0 6 1.87 12 4 15 20 / 18 15 15 20 / 18 16 0.5 1.3 2 0.9 0.9 0 -0.2 0 0 -0.2 0 1.5 0 -0.1 0 1.5 3.35 1.1 0.5 7 0 -2 2.3 1 1 1 1 0x05 0 0 0 0 1111
Jigglypuff 0.16 0.1 0.7 0.1786 0.4324 0.6887067 0.09 1.4 0.065 0.02 1.1 1.325 30 3 5 0.7 1.6 1 1.35 1.05 0 0 0x06 0.064 1.3 0.09 0.19 1.35 0.05 1.6 3 24 0 4 60 0.94 13.125 10 0 16 0 0x1 1.1 1.8 0.9 0.95 0.2 1.8 0 6 0 0 9 0 6 1.98 10 4 20 20 20 20 30 16 0.5 1.3 1.6 0.9 0.85 0.5 -0.6 1.5 -0.5 -0.6 1.5 1.5 0 0.2 1.5 1.5 3.35 1.15 0.5 7 0 -2 2.3 1 1 1 1 0x05 0 0 0 0 1001
Fox 0.2 0.1 1.6 0.23 0.57 0.92 0.08 1.9 0.1 0.02 2.2 1.728 30 3 3 0.72 3.68 0.83 1.7 2.1 1.2 0.9 0x02 0.23 2.8 0.06 0.02 0.83 0.02 3.4 3 30 0 4 75 / 73 0.96 14.375 3.3 0x04 16 0 0x1 1.1 4 1 1 0.2 1.9 0 6 0 0 9 0 6 2.09 16 4 15 22 20 18 18 22 0.5 1.3 3.3 0.7 0.9 0.85 3.3 0.3 -0.85 3.3 0.3 1 0 4.2 0.3 1 3.7 1.2 0.5 7.5 -1.5 -2 2.3 1 1 1 1 0x16 0 0 0 0 1001
Young Link 0.2 0.1 1.2 0.21 0.518 0.816 0.08 1.8 0.1 0.02 1.6 1.4 30 3 4 1 2.62 0.8 1.2 1.5 0.88 1 0x02 0.11 2.13 0.04 0.02 1 0.005 2.2 3 24 24 6 85 0.96 11.625 2.7 0x05 16 0 0x1 1 2.6 1 1 0.2 1.9 0 6 0 0 9 0 6 2.09 14 4 15 15 15 30 50 20 0.5 1.3 2.6 1 0.8 0 3.3 1.2 0 3.3 1.2 0.8 0 3.5 1.2 0.8 3.35 1 0.5 8.2 -3.5 0,3 2.3 1 1 1 1 0x11 0 0 0 0 111
Captain Falcon 0.15 0.1 0.85 0.165 0.407 0.6596 0.08 2 1.5 0.01 2.3 2.33 30 3 4 0.95 3.1 0.75 2.1 1.9 0.9 0.9 0x02 0.13 2.9 0.04 0.02 1.12 0.01 3.5 3 24 24 6 104 0.97 15 2.7 0x04 / 0x07 16 0 0x0 1 3.29 1 1 0.2 2.25 0 6 0 0 9 0 5.3 2.47 18 4 15 19 18 15 24 24 0.5 0.4 3.1 2 1.1 0 3 1.1 0 3 1.1 0.7 0 3.4 1.1 0.7 3.35 1 0.5 9 -3 8.5 2.3 1 1 1 1 0x12 0 0 0 0 111
Donkey Kong 0.1 0.1 1.2 0.26 0.42 0.68 0.08 1.6 0.05 0.02 1.6 1.42 30 3 5 1 2.7 0.8 1.6 1.6 0.91 1 0x02 0.1 2.4 0.02 0.02 1 0.02 2.96 3 28 0 8 114 1 17.5 2.6 0 16 0 0x0 1 2.7 1 1 0.2 2.6 0 6 0 0 9 0 6 2.86 19 5 20 30 15 25 31 23 0.5 1.3 2.7 1 1.2 0.4 3 -0.5 -0.4 3 -0.5 1.3 0 4 0 1.3 3.35 1.5 0.5 14.4 0 1.5 2.3 1 1 1 1 0x1A 0 4 0 0 0
Mewtwo 0.3 0.1 1 0.2 0.4 0.667 0.04 1.4 0 0.1 1.4 1.5 30 3 5 0.9 2.3 0.7 1.4 1.4 1 0.9 0x02 0.082 1.5 0.03 0.02 1.2 0.016 2.3 3 24 24 4 85 1 16.25 2.35 0x03 16 0 0x0 1 2.3 1 1 0.2 2.4 0 6 0 0 9 0 6 2.64 17 4 26 25 28 20 28 25 0.5 1.3 2.3 1 1.1 0 0 0 0 0 0 1.2 0 0 0 1.2 3.35 1.18 0.5 12.8 0 3 2.3 1 1 1 1 0x1C 0 0 0 -1 1000
Ness 0.08 0.1 0.84 0.15 0.37 0.6 0.06 1.3 0.04 0.02 1.4 1.6 30 3 4 1 2.5 0.8 1.3 1.5 0.85 0.8 0x02 0.09 1.83 0.04 0.02 0.93 0.03 2.2 3 24 24 4 94 1 13.75 2.7 0 16 0 0x1 1 2.5 1 1 0.2 2 0 6 0 0 9 0 6 2.2 16 4 22 18 18 18 28 18 0.5 1.3 2.5 1 0.7 0.3 -0.3 1.2 -0.3 -0.3 1.2 1.2 0 -0.2 1.2 1.2 3.35 1 0.5 7 -0.8 -3.2 2.3 1 1 1 1 0x05 0 3 0 -1 1000
zz Master Hand 0.1 0.1 1.1 0.18 0.44 0.7 0.06 1.5 0.06 0.02 1.5 1.45 30 3 4 1 2.3 0.8 1.5 1.4 1 0.9 0x02 0.095 1.7 0.03 0.02 1 0.016 2.3 3 24 24 4 100 1 10.75 2.4 0 16 0 0x1 1 2.3 1 1 0.2 2.5 0 6 0 0 9 0 6 2.2 15 4 1 1 1 1 1 20 0.5 0.5 1.4 1 2 0 0 0 0 0 0 1 0 0 0 1 2.3 1 2 10 0 0 2.3 1 1 1 1 0x01 0 2 0 0 0
zz Crazy Hand 0.1 0.1 1.1 0.18 0.44 0.7 0.06 1.5 0.06 0.02 1.5 1.45 30 3 4 1 2.3 0.8 1.5 1.4 1 0.9 0x02 0.095 1.7 0.03 0.02 1 0.016 2.3 3 24 24 4 100 1 10.75 2.4 0 16 0 0x1 1 2.3 1 1 0.2 2.5 0 6 0 0 9 0 6 2.2 15 4 15 25 15 15 15 20 0.5 0.5 1.4 1 2 0 0 0 0 0 0 1 0 0 0 1 2.3 1 2 10 0 0 2.3 1 1 1 1 0x01 0 2 0 0 0
Game & Watch 0.1 0.1 1.1 0.2 0.32 0.44 0.06 1.5 0.06 0.02 1.5 0.75 30 3 4 1 2.3 0.8 1.5 1.4 1 0.9 0x02 0.095 1.7 0.03 0.02 1 0.016 2.3 3 24 24 4 60 1.02 10.75 2.6 0x03 16 0 0x1 1 2.8 1 0.9 0.2 2.1 0 6 0 0 9 0 6 2.31 13 4 15 25 18 15 20 18 0.5 1.3 2.3 1 0.9 0 2.8 -1.7 0 2.8 -1.2 1.3 0 3.1 -1.2 1.3 3.35 1.3 0.5 8 0 3.6 2.3 1 1 1 1 0x06 0 2 0 0 0
Yoshi 0.16 0.1 1.15 0.22 0.53 0.84 0.06 1.33 0.08 0.02 1.6 1.58 30 3 5 0.93 2.5 0.7 1.5 1.8 1.3 1.2 0x02 0.093 1.93 0.028 0.02 1.2 0.013 2.93 3 24 0 6 108 / 111 1.05 6 2.72 0 16 0 0x1 1 2.3 1 1 0.2 2.4 0 6 0 0 9 0 6 2.64 18 4 15 21 15 19 26 21 0.5 1.3 2.3 0.93 0.9 0 -0.2 0.2 0 -0.2 0.2 1.3 0 -0.1 0.2 1.3 3.35 1.13 0.5 9 0 -2.8 2.3 1 1 1 1 0x25 0 0 0 -1 0
Ganondorf 0.08 0 0.73 0.18 0.445 0.72 0.07 1.3 0.08 0.01 1.35 2.54 30 3 6 0.9 2.6 0.75 1.8 2 0.95 1 0x02 0.13 2 0.04 0.02 0.78 0.02 2.6 3 100 24 7 109 1.08 15 3.4 0x04 16 0 0x0 1 3.5 0.9 1 0.2 2.4 0 6 0 0 9 0 6 2.64 18 5 25 25 25 25 35 26 0.5 1.3 2.6 1 1.1 0 3.2 1.2 0 3.2 1.2 0.7 0 3.3 1.2 0.7 3.35 1.5 0.5 10 -3 8.5 2.3 1 1 1 1 0x11 0 0 0 0 111
Roy 0.15 0 1.2 0.253 0.621 0.9775 0.06 1.4 0.07 0 1.61 1.4 30 3 5 1 2.6 0.8 1.2 1.5 0.88 1 0x02 0.114 2.4 0.03 0.02 0.9 0.005 2.9 3 24 24 6 85 1.08 11.75 2.5 0x05 16 0 0x0 1 2.4 1 1 0.2 2.25 0 6 0 0 9 0 6 2.475 15 4 20 20 24 18 32 24 0.5 1.3 0.24 1 0.9 0 3.2 1.2 0 3.2 1.2 0.7 0 3.5 1.2 0.7 3.35 1.13 0.5 10 -1 5.2 2.3 1 1 1 1 0x17 0 0 0 0 0
Dr Mario 0.1 0.1 1.1 0.18 0.44 0.7 0.06 1.5 0.06 0.02 1.5 1.45 30 3 4 1 2.3 0.8 1.5 1.4 1 0.9 0x02 0.095 1.7 0.024 0.02 0.9 0.016 2.3 3 24 24 4 100 1.1 10.75 2.5 0 16 0 0x1 1 2.3 1 1 0.2 2 0 6 0 0 9 0 6 2.2 17 4 18 25 18 18 24 20 0.5 1.3 2.3 1 0.8 0.4 -0.5 1.4 -0.4 -0.5 1.4 1 0 -0.4 1.4 1 3.35 1 0.5 8.2 -1.7 -2.5 2.3 1 1 1 1 0x05 0 2 0 0 0
Falco 0.2 0.1 1.4 0.23 0.57 0.92 0.08 1.9 0.1 0.02 1.5 1.728 30 3 5 0.7 4.1 1 1.7 1.9 0.94 0.94 0x02 0.17 3.1 0.05 0.02 0.83 0.02 3.5 4 30 0 4 80 1.1 12.5 3.3 0x04 16 0 0x1 1 3.9 1 1 0.2 2.2 0 6 0 0 9 0 6 2.42 15 4 15 22 20 18 18 23 0.5 1.3 3.6 0.7 0.85 0 3.8 1.2 0 3.8 1.2 1 0 4 1.1 1 3.35 1.05 0.5 7.5 -1.5 -2 2.3 1 1 1 1 0x13 0 0 0 0 0
Mario 0.1 0.1 1.1 0.18 0.44 0.7 0.06 1.5 0.06 0.02 1.5 1.45 30 3 4 1 2.3 0.8 1.5 1.4 1 0.9 0x02 0.095 1.7 0.025 0.02 0.86 / 0.83 0.016 2.3 3 24 24 4 100 / 98 1.1 10.75 2.5 0 16 0 0x1 1 2.3 1 1 0.2 2 0 6 0 0 9 0 6 2.2 17 4 16 21 15 15 23 20 0.5 1.3 2.3 1 0.8 0.4 1.4 0 -0.4 1.4 0 1 0 1.5 0 1 3.35 1 0.5 8.2 -1.7 -2.5 2.3 1 1 1 1 0x05 0 2 0 0 0
Ice Climbers 0.085 0.1 0.95 0.19 0.47 0.73 0.035 1.4 0.05 0.02 1.4 1.52 30 3 3 0.6 2.6 0.8 1.4 1.4 1 0.9 0x02 0.1 1.6 0.027 0.02 0.7 0.02 2 3 24 24 4 88 1.15 10.75 2.6 0 16 0 0x1 1 2.6 1 1 0.2 2.1 0 6 0 0 9 0 6 2.3 16 4 20 20 20 32 25 18 0.5 1.3 2.6 0.6 1.6 0.6 1.9 1.2 -0.6 1.9 1.2 1.3 0 2.1 1.2 1.3 3.35 1.1 0.5 8 -1.5 -2.6 2.3 1 1.6 1 1 0x05 0 2 0 -1 101
Marth 0.15 0 1.6 0.253 0.621 0.9775 0.06 1.5 0.06 0 1.8 1.4 30 3 4 1 2.4 0.8 1.2 1.5 0.88 1 0x02 0.085 2.2 0.03 0.02 0.9 / 0.85 0.005 2.5 3 24 24 6 87 / 85 1.15 11.75 2.5 0x05 16 0 0x0 1 2.4 1 1 0.2 2.25 0 6 0 0 9 0 6 2.475 15 4 15 15 24 15 32 24 0.5 1.3 2.4 1 0.9 0 3.2 1.2 0 3.2 1.2 0.7 0 3.5 1.2 0.7 3.35 1.13 0.5 10 -1 1.2 2.3 1 1 1 1 0x15 0 0 0 0 0
Peach 0.2 0.1 0.85 0.187 0.47 0.76 0.1 1.2 0.1 0.02 1.3 2.73 30 3 5 0.7 2.2 0.7 1.1 1.6 0.7 0.9 0x02 0.08 1.5 0.06 0.01 1.1 0.005 2 3 24 0 6 90 1.15 11.875 2.5 0x04 16 0 0x0 1 2.2 1 1 0.2 2.1 0 6 0 0 9 0 6 2.31 15 4 17 25 15 15 15 24 0.5 1.3 2.2 0.7 0.7 0.1 2.7 1.2 -0.1 2.7 1.2 1 0 2.9 1 1 3.35 1 0.5 8 -2.9 0.5 2.3 1 1 1 1 0x42 0 0 0 0 1111
zz Sandbag! 0.1 0.1 0.1 0.18 0.44 0.7 0.06 1.5 0.06 0.02 1.5 1.45 30 3 4 1 2.3 0.8 1.5 1.4 1 0.9 0x02 0.05 1.6 0.03 0.02 1 0.001 2.3 4 24 24 4 100 1.2 10.75 2.5 0 16 0 0x1 1 2.3 1 1 0.2 2 0 6 0 0 9 0 6 2.2 17 4 15 25 15 15 15 20 0.5 1.3 2.3 1 1 0.4 1.4 0 -0.4 1.4 0 1 0 1.5 0 1 3.35 1 2 8.2 -1.7 -2.5 2.3 1 1 1 1 0x13 0 2 0 0 0
Link 0.2 0.1 1.2 0.27 0.66 1.04 0.1 1.3 0.1 0.02 1.3 1.78 30 3 6 1 2.5 0.8 1.2 1.5 0.88 1 0x02 0.11 2.13 0.04 0.02 1 / 0.9 0.005 3 3 24 24 6 104 1.22 11.625 2.7 0x05 16 0 0x1 1 2.6 1 1 0.2 2.15 0 6 0 0 9 0 6 2.365 18 4 15 15 15 30 50 24 0.5 1.3 2.6 1 0.9 0 3.3 1.3 0 3.3 1.3 0.7 0 3.4 1.3 0.8 3.35 1.1 0.5 9.5 -1.6 0.3 2.3 1 1 1 1 0x11 0 0 0 0 111
Luigi 0.1 0.1 1.1 0.18 0.44 0.7 0.025 1.3 0.06 0.02 1.34 1.45 30 3 4 0.8 2.4 0.8 0.75 1.4 0.9 0.9 0x02 0.069 1.6 0.025 0.015 0.68 0.01 2 3 24 24 4 100 1.25 10.75 2.4 0 16 0 0x1 1 2.1 1 1 0.2 2 0 6 0 0 9 0 6 2.2 17 4 15 25 15 15 18 22 0.5 1.3 2.1 1 0.8 0.4 1.4 0 -0.4 1.4 0 1 0 1.9 0 1 3.35 1 0.5 8.2 -1.7 -2.5 2.3 1 1 1 1 0x05 0 2 0 0 0
Zelda 0.2 0.1 0.7 0.205 0.515 0.833 0.1 1.1 0.1 0.02 1.1 1.588 30 3 6 0.7 2.1 0.7 1.1 1.6 0.86 0.9 0x02 0.073 1.4 0.038 0.01 0.95 0.005 1.85 3 24 0 6 90 1.26 11.875 2.4 0x04 16 0 0x0 1 2.1 0.8 1 0.2 2.1 0 6 0 0 9 0 6 2.31 15 4 18 18 18 25 24 23 0.5 1.3 2.1 0.7 0.75 0 3.1 1.2 0 3.1 1.2 0.7 0 3.3 1.2 0.7 3.35 1 0.5 8 -1.8 1 2.3 1 1 1 1 0x42 0 0 0 0 1000
zz Wireframe (M) 0.15 0.1 1 0.165 0.407 0.6596 0.08 2 0.15 0.01 1.5 2.33 30 3 7 0.7 2.5 0.75 2 1.8 1.3 0.9 0x02 0.09 2 0.04 0.02 1 0.02 2 3 24 0 6 100 1.3 15 5 0x04 16 0 0x0 1 3 1 1 0.2 2.5 0 6 0 0 9 0 8 3.5 17 15 30 30 30 30 30 30 0.5 0.5 2.1 1 1.4 0 4.2 1.1 0 4.2 1.1 0.7 0 4.4 1.1 0.7 3.35 1.3 0.5 12.5 -3 8.5 2.3 1 1 1 1 0x12 0 0 0 0 0
Sheik 0.2 0.1 1.2 0.22 0.308 1.12 0.08 1.7 0.1 0.02 1.8 2.72 30 3 3 0.8 2.8 0.8 1.4 2.14 1.1 1 0x02 0.12 2.13 0.04 0.02 0.8 0.04 3 3 24 0 4 90 1.4 11.625 3 0x04 16 0 0x0 1 2.8 1 1 0.2 2 0 6 0 0 9 0 6 2.2 15 4 16 16 16 24 20 23 0.5 1.3 2.8 0.8 0.8 0 3.3 1.2 0 3.3 1.2 0.7 0 3.5 1.2 0.7 3.35 1 0.5 8.6 -1.3 -1 2.3 1 1 1 1 0x11 0 0 0 0 1111
zz Giga Bowser 0.03 0.05 0.6 0.09 0.39 0.5 0.06 1 0.04 0.02 1.5 1.32 30 3 6 1 4.2 0.9 1 1.6 1 0.9 0x02 0.25 2.4 0.03 0.02 0.8 0.01 2.4 3 24 0 8 140 1.5 31.25 3 0 16 0 0x0 1 5 1 1 0.2 2.5 0 6 0 0 9 0 6 3 17 30 45 45 45 45 45 32 0.5 0.5 1.6 0.9 2 0.3 -1.1 -0.1 -0.3 -1.1 -0.1 1.6 0 -0.9 0.6 1.6 3.35 3 0.5 27 -3 -2 2.3 1 4 1 1 0x1E 0 0 0 0 0
zz Wireframe (F) 0.2 0.1 1 0.205 0.515 0.833 0.1 1.1 0.1 0.02 1.5 1.588 30 3 7 0.7 2.1 0.7 2 1.6 1.3 0.9 0x02 0.073 1.8 0.038 0.01 0.95 0.005 1.8 3 24 0 6 90 1.72 11.875 5 0x04 16 0 0x0 1 2.3 1 1 0.2 2.5 0 6 0 0 9 0 8 3.5 17 15 30 30 30 30 30 32 0.5 0.5 1.6 0.7 1 0 3.9 1.2 0 3.9 1.2 0.7 0 3.9 1.2 0.7 3.35 1.2 0.5 10 -1.8 1 2.3 1 1 1 1 0x42 0 0 0 0 0
Offset 0000 0004 0008 000C 0010 0014 0018 001C 0020 0024 0028 002C 0030 0034 0038 003C 0040 0044 0048 004C 0050 0054 0058 005C 0060 0064 0068 006C 0070 0074 0078 007C 0080 0084 0088 008C 0090 0094 0098 009C 00A0 00A4 00A8 00AC 00B0 00B4 00B8 00BC 00C0 00C4 00C8 00CC 00D0 00D4 00D8 00DC 00E0 00E4 00E8 00EC 00F0 00F4 00F8 00FC 0100 0104 0108 010C 0110 0114 0118 011C 0120 0124 0128 012C 0130 0134 0138 013C 0140 0144 0148 014C 0150 0154 0158 015C 0160 0164 0168 016C 0170 0174 0178 017C 0180
1.948076923