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r13 Offset Effect Comments

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.

0x8045C370 Item Frequency, VS Mode (8-bit)

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

0x803F0E08 P1 character select


0x803F0E2C P2 character select 4 Bytes - Example: Reading 4 bytes at address 0x803F0E08 returns 0x00010A0A
0x803F0E50 P3 character select 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.
0x803F0E74 P4 character select 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.

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.

0x8049E6C8 START of Current Stage Info

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

0x80BDA4A0 First Active Player Data Pointer


0x80BDA4A4 First Active Item Struct 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
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

0x80C6BEF0 P1 action table 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.

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 Global Power-on Count Increments by 1 every frame. Never resets.


0x80479D60 Global frame timer Resets to 0 when the match starts. Works in menus, in-game, etc.
0x80BDC5F4 Global width multiplier 1.0 by default. Written by some code at 0x803427C4.
0x80432A2C Global speed modifier Defaults at 0xA4CB8. Cut it in half for double speed (0x5265C).
0x80432A28 Frame advance on/off 0x80000000 = on. Increment word by 1 to advance frame by frame. 00000000 = unpause
0x80479D68 Game pause on/off 0x10000000 = paused

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

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 Debug Level (32-bit) 0 = Master, 1 = No-Debug-Rom, 2 = Debug-Develop, 3 = Debug-Rom, 4 = Develop


0x804A1FD8 In-game debug settings

0x80CDB800 PlCo.dat storage location?

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

0x804D92D4 Fox/Falco side-b speed modifier

0x804D8278 Editting does something weird to animation (taken from AR code)


r13 Offset Effect Comments
0x80480820 P1 Character Select? Uses External ID
0x8048082c Has Something to do with above address
0x803c14f0 Aerial Down B table
Single line or
0 Title function? Description Registers

SFX & Audio


r3 = sfx ID; r4 = volume (00 - FF); r5 = ??
(usually 0x80); r6 = ?? (00-FF); r7 = echo
8038cff4 Play sound effect Function Play a sound effect, as long as the soundbank is loaded. parameter? (00-0F, usually 7 in-game)
Play a menu sound. Leads to the above function but takes more neatly-
80024030 Play menu sound effect Function assorted menu sound IDs, and all the menus use this. r3 = sfx ID
Plays the menu sound made when pressing B. No parameters/registers
8017435c Play menu sound: "Back" Function are required.
Play menu sound: Plays the menu sound made when pressing A. No parameters/registers
80174338 "Forward" Function are required.
Play menu sound: Plays the menu sound made when pressing up/down. No
80174380 "Select" Function parameters/registers are required.

80023f28 Play music Function r3 = HPS ID #

800236dc Stop music Function

8038bd6c Stop all sound effects Function

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*

Random Number Generator


input r3 = number of possible numbers (1-
Main RNG function; takes the value from 0x804d5f90 and calculates a indexed) , output r3 = random number (0-
80380580 Function new value before storing it back indexed)
In-game RNG function; runs several times per frame to calculate
80380528 Function random events for graphics such as dust clouds

803805bc

803804f8

input r3 = pointer to lookup table; r13 =


Picks a random index from a defined lookup table of stages and pointer to pointer to player's character ID (Not sure if this should
Set Classic Mode stage characters, then outputs its pointer. Called multiple times upon starting (read through function 8015cdc8); output r3 be here or in in-game
801b2ba4 + character Function Classic Mode, presumably storing the entire run in one go = pointer to index mechanics)

Menu Navigation 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
801a42f8 Function CSS etc. r3 = next screen

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

GFX & Visual


This line of code sets what the timer's milliseconds slot displays (does Put the value you want to display in the
Timer Milliseconds not affect actual millisecond value, only the visual indicator in the timer) milliseconds slot into r24. Originally moves
802F3B04 (visual) Single line 0x00 - 0x63 (0-99), anything higher will just cut the upper numbers off the value from r5. - Savestate
Single line or
0 Title function? Description Registers
Effect Comments

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

0x49C Pointer to 0x4B0 / Color Blend Pointer


0x4B4 rrggbbaa color Changing changes color.
0x4B8 Red value Float. Set between 0 and 255.
0x4BC Green value Float
0x4C0 Blue value Float
0x4C4 Alpha value Float
0x4C8 Red blink rate Float
0x4CC Green blink rate Float
0x4D0 Blue blink rate Float
0x4D4 Alpha blink rate Float
0x504 Color tint on/off Byte. Change to 0x80 or above to induce a color tint. Melee uses 0x91
0x590 Action state data pointer I THINK this points to data related to current action state.
0x5A4 Action state data length
0x5E8 Bone lookup table http://smashboards.com/threads/custom-subaction-event-character-data-modifications.429112/#post-20920399
0x618 Player controller number Byte. Change this to have a different player control the character.
0x619 Costume ID Byte.
0x61B Team ID Byte. 00 = red, 01 = blue, 02 = green
0x620 Analog Stick Data X Used to compare previous value vs. current value to differentiate "tilts" and "smashes"
0x624 Analog Stick Data Y
0x628 Prev Analog Stick X
0x62C Prev Analog Stick Y
0x638 C-Stick X-Axis Float (-1.0 to 1.0)
0x63C C-Stick Y-Axis Float (-1.0 to 1.0)
0x640
0x644
0x648
0x64C
0x650 Analog trigger data 0.35 minimum (Not always true, conditions unknown), 1.00 maximum.
0x65C Digital Button Data See Global Addresses regarding Controller Data to better understand this.
0x660 Digital Button Data (Prev. Frame)
0x668 Instant Buttons
0x688 Unknown Byte Flag Modified in function at 0x8006abec; unknown.
Time since Special Button being pressed (not Modified in function at 0x8006abec; is based on the bool return value of a function pertaining to the
0x689 modifiable?) B button. Byte. (0=just pressed; n = pressed n frames ago)
0x6A8 Unk (Y Offset from Double Jump position?) Float. Used for Peach, Mewtwo, Yoshi, Ness Jump calc.
0x6AC Unk Float. Seen using Peach's Umbrella
0x6F0 Pointer to 0x00 / Start of Physics Struct
0x6F4 X (Curr Frame) Float. Likely positions of TopN for physics related functions.
0x6F8 Y Float
0x6FC Z Float
0x700 X (Prev Frame) Float
0x704 Y Float
0x708 Z Float
0x70C X (Prev Frame) Float
0x710 Y Float
0x714 Z Float
0x718 X (Curr Frame) Float
0x71C Y Float
0x720 Z Float
0x738 Collision? noclip if = 0, clip else
0x830 Position Last Landed 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
0x83F Platform ID onto platforms (doesn't always work?)
0x842 Stage relation ID Byte. 00 = main stage floor, 01 = on platform, 02 = edges of main stage floor / hanging on edge
0x843 Stage transformation ID Byte. Default is 00, Pokemon Stadium transformations change this value
0x894 Action State Frame Counter Float, resets to 1 with each new action state.
0x898 ??? Float. Used for setting 0x3E8 during Event function
0x89C Speed of Current Animation Float. Changing does nothing.
0x8A4 ??? Knocks player out of action states when set to 40C00000
0x914 Hitbox 0 http://smashboards.com/threads/custom-subaction-event-character-data-modifications.429112/#post-20920399
0xA4C Hitbox 1 Note that the above thread lists as +0x60 position
0xB84 Hitbox 2
0xCBC Hitbox 3
0x1830 Percentage Float.
0x1838 Percentage for Damage Calculation Float
0x183C Damage Applied 0x1838 cast to Int.
0x1840 0x00000000?
0x1844 Damage Direction Float. -1 to 1
0x1848 Knockback Angle Int. Normally 0x00000169 (Sakurai Angle)
0x184C 0x00000001?
0x1850 Force Applied Float.
0x1854 X Position of Hitbox Float
0x1858 Y Position of Hitbox Float
0x185C Z Position of Hitbox Float
0x1860 Unk Dependent on 0x1848
0x1864 Unk Dependent on 0x1848
0x1868 Damage Source Points to an entity
0x186C Last Applied Damage Float
0x18B4 Armor Acts like Yoshi's Double Jump Armor. Works on Grounded and Aerial! Float.
0x18B8 SDI horizontal offset
0x18BC SDI vertical offset
0x18C4 Slot of Last Damage Source 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
0x195C Hitlag counter hits 0.
0x1968 Number of jumps used (8-bit) Gives more jumps if lowered.
0x1974 Item Held
0x1978 Item Related?
0x197C Bunny Hood
0x198C Player body state (32-bit) 0 = normal, 1 = invulnerable, 2 = intangible
0x1990 Ledge invincibility timer Invincibility runs out when this hits 0. Modifiable.
0x1994 Halo invincibility timer Invincibility runs out when this hits 0. Modifiable.
0x1998 Shield size
0x199C Lightshield amount Float. 1 is hard shield. z-shield is 3D924921, or .071429
0x1A4C Breakout countdowns Float. Grabs, sleep attack element, ground attack element. Player breaks out when this reaches 0.
0x1A58 Pointer to Grabbing Player
0x1A5C Pointer to Grabbing Player (Repeated)
0x1A68 ??? Short. Set according to r4 in 8007e2d0
0x1A6A ??? Short. Set according to r4 by 8007e2f4
0x1A97 CPU AI Type (8-bit) Can be changed midgame
0x1A9B CPU lvl (8-bit) Can be changed midgame
0x1F1C Pointer to 0x1F90
0x1F74 Pointer to 0x1F7C
0x2000 Lip Stick Flower Remainder Frames of Lip Stick Flower remaining
0x2004 Starman Invincibility 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
0x2008 Mushroom Duration decremented by one every frame. Transforms back to regular size when reaches 0.
0x2014 Bunny Hood Duration Frames of Bunny Hood remaining
0x2028 Metal Box Duration Frames of Metal Box remaining
0x2030 Cloaking Device Duration Frames of Cloaking Device remaining
0x206C Total # of action states Increases by 1 with every new action state until match end.
0x208C Last attack landed
0x2090 Combo count (16-bit)
0x2098 Player tag countdown Displays the "P1", etc. tag when the countdown hits 1.
0x20C4 Pointer to 0x2138 These are part of some sort of linked list. The next value after pointers always seems to be 6.
0x20D4 Pointer to 0x1FDC
0x20D8 Pointer to 0x214C
0x20E8 Pointer to 0x1FE4
0x20EC Pointer to 0x2160
0x210C Wallride counter (8-bit) Set to 0 when contact with a wall (other conditions necessary)
0x2110 Wall location (float) Wall on left(1)/right(-1) of character
0x2114 Smash attack state 2 = charging smash, 3 = attacking with charged smash, 0 = all other times
0x2118 Smash attack charge frame counter
Frame number at which a fully charged smash
0x211C initiates (float) 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.
0x2120 Charged smash attack strength multiplier
Charged smash attack animation speed multiplier
0x2124 (attack animation only)
0x2188 ???
0x218C ??? Int. Some kind of timer. Seems to count down on attacks and up during states like Wait
0x219C Current Action State IASA Function Pointer
0x21A0 Current Action State Animation Interrupt Pointer
0x21A4 Current Action State Physics Pointer
0x21A8 Current Action State Collision Interrupt Pointer
0x21AC Current Action State Camera Behavior Pointer
0x21BC
0x21C8 Unk Pointer
0x21D4 Unk Pointer
0x21D8 Unk Pointer
0x21DC
0x21E4
0x21FC Collision bubble toggle (8-bit) 01=no collision bubbles (default), 02=collision bubbles & no char textures, 03=overlayed bubbles
0x2200 ??? Int. Checked == 0 in 800e4f48 and set to 0 if != 0
0x2204 ??? Flags Used during Fox/Falco's Shine at 800e65bc
0x220C ??? Flags Compared with 2 during Fox/Falco's shine at 800e65bc
0x2218 IASA Flags 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
0x2219 Freeze character (and Hitboxes?) freezes when hit, can SDI around after. (verify: 0x10 = hitbox is out?)
0x221A ??? Flags Byte. Bit 31 checked and modified with 80093bc0 and 80093cd0
0x221C ??? Flags Byte. Checked and modified with 80093bc0
0x221E ??? Flags Byte. Modified by 8007e2d0
0x221F ??? Flags Byte. Get bit 28 with 800874BC.
0x2223 Metal Texture Toggle (8-bit) 01=on (like getting the metal box item), 00=off
0x2224 Can walljump (8-bit) 01 = can walljump, 00 = can't walljump
Compared to 0 for transitioning to Action State 14 during Fox/Falco Shine @ 800e65bc, is also
0x222C ??? Flags expected to be 0 prior in the function
0x2330 Hammer Duration Frames of Hammer remaining
0x2340 Hitstun counter Float. Frames of hitstun left. Decremented by 1 every frame of game. 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
0x2342 ??? Flags Byte. Used for flags, like Cliff Grab.
0x2344 Shield Location from Body Float. 0 = center of body, 1 = furthest amount away
0x2348 Shield Angle Float, degrees. 0 = in front of, 90 = up, 180 = behind, 270 = down (offset +10 degrees?)
0x2354 ??? Float. Used by 80093CD0 (AS_179_Guard)
0x2358 ??? 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
0x2420 Start of Per Character Article Floating Points they reset whenever a new spawn of the character occurs.
Effect Comments ID Character ID Stage
0 Captain Falcon 0 Dummy
0x3FA258 Language 0 = JP, 1 = US 1 Donkey Kong 1 Test
0x3FA25C Publicity (Crowd Noise) 0 = Off, 1 = On 2 Fox 2 Fountain of Dreams
0x3FA260 Stage 3 Mr. Game & Watch 3 Pokemon Stadium
0x3FA264 FFA/Teams 0 = FFA, 1 = Teams 4 Kirby 4 Princess Peach's Castle
0x3FA268 P1 Character 5 Bowser 5 Kongo Jungle
0x3FA26C P2 Character 6 Link 6 Brinstar
0x3FA270 P3 Character 7 Luigi 7 Corneria
0x3FA274 P4 Character 8 Mario 8 Yoshi's Story
0x3FA278 "All Character" 9 Marth 9 Onett
0x3FA27C P1 Kind 0 = Human, 1 = CPU, 2 = Demo, 3 = None A Mewtwo A Mute City
0x3FA280 P2 Kind B Ness B Rainbow Cruise
0x3FA284 P3 Kind C Peach C Jungle Japes
0x3FA288 P4 Kind D Pikachu D Great Bay
0x3FA28C "All Kind" E Ice Climbers E Hyrule Temple
0x3FA290 P1 Color F Samus F Brinstar Depths
0x3FA294 P2 Color 10 Jigglypuff 10 Yoshi's Island
0x3FA298 P3 Color 11 Yoshi 11 Green Greens
0x3FA29C P4 Color 12 Zelda 12 Fourside
0x3FA2A0 P1 Subcolor 13 Sheik 13 Mushroom Kingdom
0x3FA2A4 P2 Subcolor 14 Falco 14 Mushroom Kingdom II
0x3FA2A8 P3 Subcolor 15 Young Link 15 Akaneia (Freeze)
0x3FA2AC P4 Subcolor 16 Dr. Mario 16 Venom
0x3FA2B0 P1 Team 0 = Red, 1 = Green, 2 = Blue 17 Roy 17 Poke Floats
0x3FA2B4 P2 Team 18 Pichu 18 Big Blue
0x3FA2B8 P3 Team 19 Ganondorf 19 Icicle Mountain
0x3FA2BC P4 Team 1A Master Hand 1A Icetop (Freeze)
1B Male Wireframe 1B Flat Zone
0x3FA320 Game Mode 0 = Time, 1 = Stock 1C Female Wireframe 1C Dreamland 64
0x3FA324 Time (minutes) 1D Giga Bowser 1D Yoshi's Island 64
0x3FA328 Time (seconds) 1E Crazy Hand 1E Kongo Jungle 64
0x3FA32C Stock Count 1F Sandbag 1F Battlefield
Item Frequency 0 = None, 1 = Very Low, 2 = Low, 3 = Medium, 4 = High, 5 = Very High 20 Popo 20 Final Destination
21 None
0xBDD300 Dairantou Selected Index Selected index in the "Dairantou" debug menu (use Kind for none)
Character External ID Character Internal ID Stage ID Internal Stage ID CPU AI Type ITEMS Element ID Status List SFX ID Name Tags Music

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

Camera Struct Typically found at 80452C68


0x00 Pointer to Entity Struct
Int. Index used by 803BCB18. 0 = Normal, 1 = Pause, 2 = One Player View (Off-Center), 3 = One Player View (Centered), 4
0x04 Camera Type = Fixed, 5 = Crazy, 6 = Demo, 8 = Developer Locked
0x08 Background Color Byte. First 6 bits are hex color code
0x0C View Distance? Float
0x10 Distance to Background? Float
0x14 Pan Angle Float. + = Right, - = Left.
0x18 Tilt Angle Float. + = Up, - = Down.
0x1C Tilt Angle 2? Float. Only seems to tilt downward. Setting it causes the camera to jump to P1, if unpaused
0x2C Pan Around Point Angle? Float
0x30 Tilt Around Point Angle? Float
0x34 Depth Float. + = Further Away
0x3C Tilt Around Point Angle (Repeated) Float.
0x40 Depth (Repeated) Float. Upper Limit set by Stage Data.
0x44 Field of View Float
0x84 X Translation Float. + = Right, - = Left.
0x88 Y Translation Float. + = Up, - = Down.
0x3D8 Tracking X-Coordinate Float
0x3DC Tracking Y-Coordinate Float
0x3E0 Tracking Z-Coordinate Float
0x3E4 Type 8: X-Coordinate Float.
0x3E8 Type 8: Y-Coordinate Float.
0x3EC Type 8: Z-Coordinate Float.

Item Data Struct Length 0x1000


0x00 Pointer to Next Entity Struct
0x04 Pointer to Entity Struct
0x08 ??? 0x08 & 0x0C are either flags or garbage. Only set after something expires it seems.
0x0C ???
0x10 Item Type
0x14 Item Sub Type 0x08 = Player Spawned?
0x1C Item Spawn Count
0x20 ??? Possibly flags. Seems to be set when an item has expired, like a laser.
0x28 State Index 0 = On Ground, 2 = Held, 3 = Airborne (This index is used for 0xBC function pointers)
0x2C Direction Float. -1 to 1
0x30 Direction (Repeated?) Float.
0x34 ??? Float. 0.0 for Fox's Laser, 200.0 for Mario's Fireball
0x38 ??? Float. 1 to 0.85 generally for things like Fox's Laser
0x40 X Velocity
0x44 Y Velocity
0x48 Z Velocity?
0x4C X Position
0x50 Y Position
0x54 Z Position?
0xB0 Direction (Repeated?)
0xB8 Pointer to Static Item Data Points to various function pointers related to the item
0xBC Pointer to More Static Item Data
0x378 Start of Physics Struct 4 Sets of XYZ, as seen in Char Data
0x518 Pointer to "Owner" Character Data Does not change after item is thrown
0x574 rrggbbaa Set based on the following 4 Floats
0x578 Red Float. 0 - 255
0x57C Green Float. 0 - 255
0x580 Blue Float. 0 - 255
0x584 Alpha Float. 0 - 255 (255 = item is 100% of color, 0 = no color change)
0x588 Red Blink Rate Float
0x58C Blue Blink Rate Float
0x590 Green Blink Rate Float
0x594 Alpha Blink Rate Float
0x5C4 Enable Color 0x80 to Apply Color (Melee uses 0x91 according to similar Char Data)
0xD44 Time till Expiration Float
0xE00 Pointer to "Owner" Static Player Block
0xE38 ??? Flag Byte. Used in Destroy/Heal function of Maxim Tomato
0xE3C ??? Offset Added to 0x80473A18 for (0x80473A18 + Offset) + 0x90 = 0

Item Function Table Struct Length 0x3C


0x00 Pointer to Statedata This list of pointers for all items is just above the start of the Item Function Table
0x04 OnCreate (item_t*)
0x08 OnDestroy (item_t*) Not always used, but can be seen with items like the Box or acts as the Heal function for healing items
0x0C OnPickup (item_t*)
0x10 OnRelease(item_t*) This is your R+A throw away
0x14 OnThrow (item_t*)
Functionally, this is actually a collision check, since it occurs multiple times before hits are actually registered. If this function
0x18 OnHitCollision(item_t*) returns 1, the item is 'instant on touch'
0x1C OnTakeDamage(item_t*) For Mr. Saturn, this only occurs when it collides with another Mr. Saturn
0x20 OnFallOffEdge (item_t *, item->item_data->0xB8)
0x24
0x28
0x2C 0x00000000
0x30
0x34
0x38
0x3C

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

Spawn Player Struct


0x00 Possible Length 0xC Int
0x05 Player Slot Byte
0x06 Unknown Byte. Generally 0xFF
0x07 Flags Byte. 0x2A = Normal, 0x80 = Nana, 0x00 = Player Clone, 0x29 = Multi-Man Fight
Offset Hex Default value Effect Comments
0x9FE0 3E8F5C29 0.28 joystick & c-stick x-axis dead zone
0x9FE4 3E8F5C29 0.28 joystick & c-stick y-axis dead zone
joystick X needed for cardinal direction change button timer data
0x9FE8 3E800000 0.25
0x9FEC 3E800000 0.25 joystick Y needed for cardinal direction change button timer data
0x9FF0 3E99999A 0.30 L/R Analog dead zone
0x9FF4 3EB33333 0.35 L/R Analog stored when pressing Z
0x9FF8 3E800000 0.25 analog data needed for change button timer data (assumption)
0x9FFC 00000028 40 tech dead window (cannot tech for 40 frames after performing a tech)
0xA024 40800000 4 (dashing) frame at which fsmash interrupt window ends
0xA02C 41A00000 20 (dashing) frame at which dash attack interrupt window ends
0xA050 3F29999A 0.6625 minimum +Y joystick axis value to tap jump
0xA054 00000004 4 max frames since joystick cardinal direction change into Y-axis for tap jumping
0xA0C4 00000007 7 l-cancel, frames before landing to hit L/R/Z
0xA0C8 40000000 2 l-cancel, animation speed division
0xA0D4 3C23D70A 0.01 Weight based knockback reduction multiplier? (Knockback related)(higher values = more reduction)
0xA0D8 40000000 2.0 Knockback formula value 1(?) (Higher = More knockback) (Affects at 0 percent, so not damage) (High values will insta-kill)
0xA0E0 3CF5C28F 0.03 Knockback formula value 2(?) (Higher = More knockback) (Affects at 0 percent, so not damage) (High values will insta-kill)
0xA0E4 000000000 0.0 Knockback formula value 3(?)(Minimum knockback?) (Higher = More knockback) (Affects at 0 percent, so not damage) (High values will insta-kill)
0xA0E8 451C4000 2500.0 Maximum Knockback
0xA0EC 42C80000 100.0 Throw knockback multiplier(?)
0xA0F0 3DCCCCCD 0.1 Knockback formula value 4(?)(Minimum knockback?) (Higher = More knockback) (Affects at 0 percent, so not damage) (High values will insta-kill)
0xA0F4 3D4CCCCD 0.05 Knockback formula value 5(?) (Higher = More knockback) (Affects at 0 percent, so not damage) (High values will insta-kill)
0xA0F8 41200000 10.0 WDSK Knockback multiplier (Higher = More knockback)
0xA0FC 3FB33333 1.4 Knockback formula value 6(?) (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)
0xA134 3ECCCCCD 0.4 Hitstun multiplier
0xA138 41200000 10 Something to do with tumbling? (Hillarious)
0xA170 3F733333 0.95 V-cancelling knockback reduction
0xA174 41A00000 20.000000 Max number of frames of hitlag
0xA178 3EAAAAAB 0.333333 damage multiplier for frames of hitlag
0xA17C 40400000 3 Base hitlag
0xA180 3F2AAAAB 0.666667 Hitlag multiplier on crouching
0xA184 3FC00000 1.5 Electric hitlag multiplier
0xA188 41900000 18 Max DI(?)
0xA1FC 3F0CCCCD 0.55 y joystick window for up-b and down-b (negated)
0xA230 41A00000 20 Window to tech after hitting L/R
0xA288 3F400000 0.75 Powershield size ratio
0xA28C 3F000000 0.5 Reflected projectiles damage ratio (powershield)
0xA2F4 BF333333 -0.7 min Y joystick for spotdodge
0xA2F8 00000004 4 max frames since joystick cardinal direction change into Y-axis for spot dodging
0xA324 41200000 10 Airdodge(wavedash) landing lag
0xA428 3F000000 0.5 Air-dodge special fall horizontal tumble multiplier (How fast you tumble in special fall)(High values will cause it to hang with ALMOST no chance of game unfreezing)
0xA42C 3F000001 0.6 Shield angling speed (High values will cause it to hang)
0xA430 3E99999A 0.3 Player on player collision x-push (High values cause instant death) (How much momentum is given upon touching another player)
0xA438 3FB33333 1.4 Player on player collision z-push (How much momentum is given upon touching another player)
0xA444 3F28F5C3 0.66 Y joystick for shield dropping (negated)
0xA448 40C00000 6 max frames since joystick cardinal direction change into Y-axis for shield dropping (doesn't SDI if hold count is greater than or equal to 6)
0xA474 3E800000 0.25 Joystick position to drop from ledge
0xA478 0000001E 30 Frames before you can regrab the ledge
0xA47C 0000001E 30 Frames of ledge intangibility
0xA490 3F333333 0.7 minimum smash DI threshold formula number If (xjoy * xjoy) + (yjoy * yjoy) < (0.7 * 0.7) Apply no SDI
0xA494 00000004 4 cardinal direction change for Smash DI (greater than or equal to is false)
0xA498 40C00000 6 smash DI x/y coord movement normalization (joystick value multiplied by this) (SDI Strength)
0xA4D4 3F4CCCCD 0.8 Blast zone death blast graphic scale
0xA4E0 0000003C 60 Death respawn timer (how long before you respawn)
0xA5E0 41100000 9 Grounded attack element reduction per input (frames)
0xA5EC 3F333333 0.7 Multiplier for damage in bury formula
0xA600 00000012 18 Grounded attack element frames of invincibilty on exit
super/poison mushroom timing (frames)
0xA668 000001E0 480
0xA66C 00000064 100 damage percent compare when obtaining mushroom
0xA670 000000B4 180 super/poison mushroom timing if > 100% damage (I think) (Setting this to zero will probably hang upon starting a game!)
0xA6A0 0000001E 30 Initial spawn platform player stretch timer (Keyframes of player stretching) 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
0xA6A4 0000001E 30 Initial spawn platform compression timer (Volume of spawn platform) Spawn platform is compressed to nothing
disable walljumping after riding wall for this time (frames)
0xA748 43020000 130
0xA74C 3F4CCCCD 0.8 joystick x axis min value for walljumping
0xA750 40400000 3 max frames since joystick cardinal direction change into x-axis for walljumping & spot dodging
0xA754 00000005 5 frames of "stick to wall" during walljump
0xA788 3C23D70A 0.01 Amount of overlap between hitboxes to count as phantom If the overlap is less than this number, but greater than 0, hit will be phantom
0xA78C 0000003C 60 Magnifier loop damage loop time (frames)
0xA790 00000096 150 Magnifier loop damage max percent allowed Any percent higher and you won't take damage
0xA794 00000001 1 Magnifier loop damage
0xA7C8 00000104 260 Meteor smash lower angle limit (Lowest angle for meteor smash)
0xA7CC 00000118 280 Meteor smash upper angle limit (Highest angle for meteor smash)
0xA7D0 00000008 8 Meteor cancel window timing(frames)
0xC768 48000000 Unknown Smash charge aura lighting/blinking (Very unexplored format)
0xC76C FFFF80AA 255,255,128,170 Smash charge aura color (rgb(a?))
0xCEB8 F2595900 242,89,89 Player 1 shield color (rgb(a?))
0xCEBC 6666FF00 102,102,255 Player 2 shield color (rgb(a?))
0xCEC0 FFBF4000 255,19,244 Player 3 shield color (rgb(a?))
0xCEC4 4DE64D00 77,54,77 Player 4 shield color (rgb(a?))
0xCEC8 80808000 128,128,128 CPU shield color? (assumption) (rgb(a?))
0xCECC FFCCCC00 255,204,204 Player 1 death flash color (rgb(a?))
0xCED0 CCCCCC00 204,204,204 Player 2 death flash color (rgb(a?))
0xCED4 FFFFB200 255,255,178 Player 3 death flash color (rgb(a?))
0xCED8 CCFFCC00 204,255,204 Player 4 death flash color (rgb(a?))
0xCEDC FFFFFF00 255,255,255 CPU death flash color? (assumption) (rgb(a?))
Static Stage Info Struct Starts at 0x8049E6C8
0x00 Camera boundry - Left
0x04 Camera boundry - Right
0x08 Camera boundry - Top
0x0C Camera boundry - Bottom

0x10 Blast Zones/Camera X offset


0x14 Blast Zones/Camera Y offset
0x18 Blast Zones/Camera Vertical Tilt

0x1C Camera Pan on X axis


0x20 Camera Tilt on Y axis
0x24 Camera tilt amount while grounded? this changes the amount that the camera tilts based on players location relative to the ground
0x28 Camera Tracking Float. Higher increases characters visible.
0x2C Camera Non-Moving Zoom
0x30 Camera Tracking Smoothness
0x34 Camera Zoom to Character? 0 prevents movement
0x38 Max Camera Depth Adjusting brings the camera closer to the stage. Affects 0x40 of the Camera Entity
0x40 Camera Minimum Z Pos on Pause Assumed based on grGroundParam ordering
0x44 Camera Initial Z Pos on Pause
0x48 Camera Max Z Pos on Pause f
0x4C Normal Camera X? Float. Used in zz_0224c4c
0x50 Normal Camera Y? Float. Used in zz_0224c64
0x54 Normal Camera Z? Float. Used in zz_0224c7c
0x58 Normal Camera Zoom Float. Used in zz_0224c94
0x5C Fixed Camera X Short.
0x60 Fixed Camera Y Short.
0x64 Fixed Camera Z / Depth Max Short.
0x68 Fixed Camera Zoom Float.
0x6C Fixed Camera Around X Float. Used in zz_0224cac
0x70 Fixed Camera Focus Point on X
0x74 Blast zone position - Left
0x78 Blast zone position - Right
0x7C Blast zone position - Top
0x80 Blast zone position - Bottom
0x84 Unk Set during Stages_TrophyThink. Drop Count?
0x88 Internal Stage ID See ID lists for Internal Stage ID
0x8C Unk Byte. Used in multiple stage initialization functions and set during ac_StageInfo_InitializeBigAreaWithBonePointers. Something related to respawn point flags
0x98 Music ID for current stage Changing this does nothing
0x9C Frame of Last Bomb Rain Drop
0x12C Unk Short. Set to 0 during ac_StageInfo_InitializeBigAreaWithBonePointers
0x178 Pointer to Stage Specific Function Always a li r3, 0 function just above the main render function.
0x17C Stage Specific Function Seems to be rendering on some stages, though for FD it's simply another li r3, 0. Possibly platform related?
0x180 Stage Entity Pointer 1
0x184 Stage Entity Pointer 2
0x18C Stage Entity Pointer 3
0x190 Stage Entity Pointer 4
0x280 Pointer to P1 Spawn Point Bone
0x284 Pointer to P2 Spawn Point Bone
0x288 Pointer to P3 Spawn Point Bone
0x28C Pointer to P4 Spawn Point Bone
0x290 Pointer to P1 Respawn Point Bone
0x294 Pointer to P2 Respawn Point Bone
0x298 Pointer to P3 Respawn Point Bone
0x29C Pointer to P4 Respawn Point Bone
0x4D4 Camera Limit Left-Top Pointer Stage info file
0x4D8 Camera Limit Right-Bottom Pointer Stage info file
0x4DC Blast Zone Left-Top Pointer Stage info file
0x4E0 Blast Zone Bottom-Right Pointer Stage info file
0x694 Unk Short. See zz_01c4a08
0x6A8 Itemdata Pointer From Stage Info file
0x6AC Coll_data Pointer
0x6B0 grGroundParam Pointer See ac_StageInfo_StageSizeLoad_grGroundParam in Symbol Map
0x6B4 ALDYakuAll Pointer
0x6B8 Map_ptcl Pointer
0x6BC Map_texg Pointer
0x6C0 Yakumono_Param Pointer "AtypicalComponent_Param" - Used for non-static stage objects, like the floating platform on Great Bay. See sins_Stgs_SpawnInteractObj in Symbol Map
0x6C4 Map_plit Pointer
0x6CC Quake_model_set Pointer
0x6D0 Unk Byte. Set to -1 during ac_StageInfo_InitializeBigAreaWithBonePointers
0x6D2 Unk Byte. Set to 0 during ac_StageInfo_InitializeBigAreaWithBonePointers
0x6D4 Number of Targets Left in BtT Byte.
0x6D8 Unk Short. Set to 0 during ac_StageInfo_InitializeBigAreaWithBonePointers
0x6DC Unk Byte. Set to 0 during ac_StageInfo_InitializeBigAreaWithBonePointers
0x6E0 Homerun Contest Distance Float. This is a coordinate offset, rather than the distance normally seen.
0x6E4 Unk Flag Short.
0x724 Unk Float. Always -10000. Set during ac_StageInfo_InitializeBigAreaWithBonePointers
0x728 Unk Float.
0x740 Unk Short. Stored by zz_01c5784 and loaded by zz_01c5794
Offset Hex Value Effect Comments
0x50E4 3F11EB85 0.57 CSS Puck Lighting Effect 1
0x50E8 3F11EB85 0.57 CSS Puck Lighting Effect 2
0x50EC 3F11EB85 0.57 CSS Puck Lighting Effect 3
0x5170 00000001 1 CSS Screen layer focus? (More knowledge about the organization of the CSS Screen and layers is required)
0x5174 00000280 640 CSS layer Horizontal Stretch
0x5178 000001E0 480 CSS layer Vertical Stretch
0x5180 00000280 640 CSS Layer height? (if lowered, part of or all of screen is black)
0x519C 41C7FFFF 24.999998 CSS Screen zoom
0x51A0 3F9BBBBF 1.216667 CSS Screen Aspect ratio / Horizontal compression
http://smashboards.com/threads/custom-subaction-event-character-data-modifications.429112/#post-20920399

*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

ID Action State Description Function Address


0000 DeadDown Standard downward death
0001 DeadLeft Standard leftward death
0002 DeadRight Standard rightward death
0003 DeadUp Upward death used in 1P "Team Kirby", etc.
0004 DeadUpStar Standard Star KO
0005 DeadUpStarIce Star KO while encased in ice (Freezie)
0006 DeadUpFall 64-esque front fall, unused, I believe
0007 DeadUpFallHitCamera
0008 DeadUpFallHitCameraFlat
0009 DeadUpFallIce
000A DeadUpFallHitCameraIce
"Nothing" state, probably - it is the state Shiek/Zelda is in when their
000B Sleep counterpart is the one currently playing
000C Rebirth Entering on halo 0x800bfd9c
000D RebirthWait Waiting on halo
000E Wait Standing state
000F WalkSlow
0010 WalkMiddle
0011 WalkFast
0012 Turn
0013 TurnRun
0014 Dash
0015 Run
0016 RunDirect
0017 RunBrake
0018 KneeBend Pre-jump animation
0019 JumpF First jump forward
001A JumpB First jump backward
001B JumpAerialF Aerial jump forward
001C Aerial jump backward
001D JumpAerialB Falling straight down
001E FallF Falling with forward DI
001F FallB Falling with backward DI
0020 FallAerial Falling after the second jump
0021 FallAerialF Falling after the second jump with forward DI
0022 FallAerialB Falling after the second jump with backward DI
0023 FallSpecial Special fall after UpB or airdodge
0024 FallSpecialF Special fall with forward DI
0025 FallSpecialB Special fall with backward DI
0026 DamageFall Tumbling
0027 Squat Going from stand to crouch
0028 SquatWait Crouching
0029 SquatRv Going from crouch to stand
002A Landing Landing state, can be cancelled
002B LandingFallSpecial Landing from special fall
002C Attack11 Standard attack 1
002D Attack12 Standard attack 2
002E Attack13 Standard attack 3
002F Attack100Start Start of a looping standard attack
0030 Attack100Loop Middle of a looping standard attack
0031 Attack100End End of a looping standard attack
0032 AttackDash Dash attack
0033 AttackS3Hi High Ftilt
0034 AttackS3HiS High-mid Ftilt
0035 AttackS3S Mid Ftilt
0036 AttackS3LwS Low-mid Ftilt
0037 AttackS3Lw Low Ftilt
0038 AttackHi3 Uptilt
0039 AttackLw3 Downtilt
003A AttackS4Hi High Fsmash
003B AttackS4HiS High-mid Fsmash
003C AttackS4S Mid Fsmash
003D AttackS4LwS Low-mid Fsmash
003E AttackS4Lw Low Fsmash
003F AttackHi4 Upsmash
0040 AttackLw4 Downsmash
0041 AttackAirN Nair
0042 AttackAirF Fair
0043 AttackAirB Bair
0044 AttackAirHi Uair
0045 AttackAirLw Dair
0046 LandingAirN Landing during Nair
0047 LandingAirF Landing during Fair
0048 LandingAirB Landing during Bair
0049 LandingAirHi Landing during Uair
004A LandingAirLw Landing during Dair
004B DamageHi1
004C DamageHi2
004D DamageHi3
004E DamageN1
004F DamageN2
0050 DamageN3
0051 DamageLw1
0052 DamageLw2
0053 DamageLw3
0054 DamageAir1
0055 DamageAir2
0056 DamageAir3
0057 DamageFlyHi
0058 DamageFlyN
0059 DamageFlyLw
005A DamageFlyTop
005B DamageFlyRoll
005C LightGet Picking up an item
005D HeavyGet Picking up a heavy item (barrel)
005E LightThrowF Throwing items at standard speed 0x80095a30
005F LightThrowB
0060 LightThrowHi
0061 LightThrowLw
0062 LightThrowDash
0063 LightThrowDrop
0064 LightThrowAirF
0065 LightThrowAirB
0066 LightThrowAirHi
0067 LightThrowAirLw
0068 HeavyThrowF
0069 HeavyThrowB
006A HeavyThrowHi
006B HeavyThrowLw
006C LightThrowF4 Throwing items at Smash speed
006D LightThrowB4
006E LightThrowHi4
006F LightThrowLw4
0070 LightThrowAirF4
0071 LightThrowAirB4
0072 LightThrowAirHi4
0073 LightThrowAirLw4
0074 HeavyThrowF4
0075 HeavyThrowB4
0076 HeavyThrowHi4
0077 HeavyThrowLw4
0078 SwordSwing1 Beam sword swings
0079 SwordSwing3
007A SwordSwing4
007B SwordSwingDash
007C BatSwing1 Home Run Bat swings
007D BatSwing3
007E BatSwing4
007F BatSwingDash
0080 ParasolSwing1 Parasol swings
0081 ParasolSwing3
0082 ParasolSwing4
0083 ParasolSwingDash
0084 HarisenSwing1 Fan swings
0085 HarisenSwing3
0086 HarisenSwing4
0087 HarisenSwingDash
0088 StarRodSwing1 Star Rod swings
0089 StarRodSwing3
008A StarRodSwing4
008B StarRodSwingDash
008C LipStickSwing1 Lip's Stick swings
008D LipStickSwing3
008E LipStickSwing4
008F LipStickSwingDash
0090 ItemParasolOpen
0091 ItemParasolFall
0092 ItemParasolFallSpecial
0093 ItemParasolDamageFall
0094 LGunShoot Raygun shots
0095 LGunShootAir
0096 LGunShootEmpty
0097 LGunShootAirEmpty
0098 FireFlowerShoot
0099 FireFlowerShootAir
009A ItemScrew
009B ItemScrewAir
009C DamageScrew
009D DamageScrewAir
009E ItemScopeStart
009F ItemScopeRapid
00A0 ItemScopeFire
00A1 ItemScopeEnd
00A2 ItemScopeAirStart
00A3 ItemScopeAirRapid
00A4 ItemScopeAirFire
00A5 ItemScopeAirEnd
00A6 ItemScopeStartEmpty
00A7 ItemScopeRapidEmpty
00A8 ItemScopeFireEmpty
00A9 ItemScopeEndEmpty
00AA ItemScopeAirStartEmpty
00AB ItemScopeAirRapidEmpty
00AC ItemScopeAirFireEmpty
00AD ItemScopeAirEndEmpty
00AE LiftWait
00AF LiftWalk1
00B0 LiftWalk2
00B1 LiftTurn
00B2 GuardOn 0x80093a50
00B3 Guard Holding shield 0x80
00B4 GuardOff 0x80
00B5 GuardSetOff Shield stun
00B6 GuardReflect 0x80
00B7 DownBoundU The "failed to tech" bounce, facing up
00B8 DownWaitU Laying on ground facing up
00B9 DownDamageU Getting hit laying on ground facing up
00BA DownStandU
00BB DownAttackU Get up attack from ground face up
00BC DownFowardU
00BD DownBackU
00BE DownSpotU
00BF DownBoundD The "failed to tech" bounce, facing down
00C0 DownWaitD 0x80
00C1 DownDamageD Lying on the ground 0x80
00C2 DownStandD Neutral getup 0x80
00C3 DownAttackD 0x80
00C4 DownFowardD 0x80
00C5 DownBackD 0x80
00C6 DownSpotD 0x80
00C7 Passive Neutral tech
00C8 PassiveStandF Forward tech
00C9 PassiveStandB Backward tech
00CA PassiveWall Wall tech
00CB PassiveWallJump Walljump tech/plain walljump
00CC PassiveCeil Ceiling tech
00CD ShieldBreakFly
00CE ShieldBreakFall
00CF ShieldBreakDownU
00D0 ShieldBreakDownD
00D1 ShieldBreakStandU
00D2 ShieldBreakStandD
00D3 FuraFura Shield-break tottering 0x80099010
00D4 Catch Grab 0x800d8c54
00D5 CatchPull Successfully grabbing a character - pulling them in 0x80
00D6 CatchDash 0x80
00D7 CatchDashPull 0x80
00D8 CatchWait Grabbing and holding a character 0x80
00D9 CatchAttack Pummel 0x80
00DA CatchCut When opponent breaks of a character's grab 0x80
00DB ThrowF 0x80
00DC ThrowB 0x80
00DD ThrowHi 0x80
00DE ThrowLw 0x80
00DF CapturePulledHi 0x80
00E0 CaptureWaitHi 0x80
00E1 CaptureDamageHi 0x80
00E2 CapturePulledLw Becoming grabbed 0x80
00E3 CaptureWaitLw When grabbed 0x80
00E4 CaptureDamageLw Pummeled 0x80
00E5 CaptureCut Grab release 0x80
00E6 CaptureJump 0x80
00E7 CaptureNeck 0x80
00E8 CaptureFoot 0x80
00E9 EscapeF roll forward 0x80
00EA EscapeB roll backward 0x80
00EB Escape spotdodge 0x800998ec
00EC EscapeAir airdodge 0x80099a9c
00ED ReboundStop
00EE Rebound
00EF ThrownF
00F0 ThrownB
00F1 ThrownHi
00F2 ThrownLw
00F3 ThrownLwWomen
00F4 Pass Drop through platform 0x80
00F5 Ottotto Ledge teeter
00F6 OttottoWait
00F7 FlyReflectWall
00F8 FlyReflectCeil
00F9 StopWall
00FA StopCeil
00FB MissFoot
00FC CliffCatch Catching the ledge 0x80
00FD CliffWait Hanging on the ledge 0x80
00FE CliffClimbSlow Climbing the ledge, >100% 0x80
00FF CliffClimbQuick Climbing the ledge, <100% 0x80
0100 CliffAttackSlow Ledge attack, >100% 0x80
0101 CliffAttackQuick Ledge attack, <100% 0x80
0102 CliffEscapeSlow Ledge roll, >100% 0x80
0103 CliffEscapeQuick Ledge roll, <100% 0x80
0104 CliffJumpSlow1
0105 CliffJumpSlow2
0106 CliffJumpQuick1
0107 CliffJumpQuick2
0108 AppealR Taunt right 0x80
0109 AppealL Taunt left 0x80
010A ShoulderedWait
010B ShoulderedWalkSlow
010C ShoulderedWalkMiddle
010D ShoulderedWalkFast
010E ShoulderedTurn
010F ThrownFF
0110 ThrownFB
0111 ThrownFHi
0112 ThrownFLw
0113 CaptureCaptain
0114 CaptureYoshi
0115 YoshiEgg
0116 CaptureKoopa
0117 CaptureDamageKoopa
0118 CaptureWaitKoopa
0119 ThrownKoopaF
011A ThrownKoopaB
011B CaptureKoopaAir
011C CaptureDamageKoopaAir
011D CaptureWaitKoopaAir
011E ThrownKoopaAirF
011F ThrownKoopaAirB
0120 CaptureKirby
0121 CaptureWaitKirby
0122 ThrownKirbyStar
0123 ThrownCopyStar
0124 ThrownKirby
0125 BarrelWait
0126 Bury
0127 BuryWait
0128 BuryJump
0129 DamageSong
012A DamageSongWait
012B DamageSongRv
012C DamageBind
012D CaptureMewtwo
012E CaptureMewtwoAir
012F ThrownMewtwo
0130 ThrownMewtwoAir
0131 WarpStarJump
0132 WarpStarFall
0133 HammerWait
0134 HammerWalk
0135 HammerTurn
0136 HammerKneeBend
0137 HammerFall
0138 HammerJump
0139 HammerLanding
013A KinokoGiantStart Super/Poison mushroom states
013B KinokoGiantStartAir
013C KinokoGiantEnd
013D KinokoGiantEndAir
013E KinokoSmallStart
013F KinokoSmallStartAir
0140 KinokoSmallEnd
0141 KinokoSmallEndAir
0142 Entry Warp in at beginning of match.
0143 EntryStart
0144 EntryEnd
0145 DamageIce
0146 DamageIceJump
0147 CaptureMasterhand
0148 CapturedamageMasterhand
0149 CapturewaitMasterhand
014A ThrownMasterhand
014B CaptureKirbyYoshi
014C KirbyYoshiEgg
014D CaptureLeadead
014E CaptureLikelike
014F DownReflect
0150 CaptureCrazyhand
0151 CapturedamageCrazyhand
0152 CapturewaitCrazyhand
0153 ThrownCrazyhand
0154 BarrelCannonWait
0155 Wait1 Nothing beyond this point is
0156 Wait2
0157 Wait3
0158 Wait4
0159 WaitItem
015A SquatWait1
015B SquatWait2
015C SquatWaitItem
015D GuardDamage
015E EscapeN
015F AttackS4Hold
0160 HeavyWalk1
0161 HeavyWalk2
0162 ItemHammerWait
0163 ItemHammerMove
0164 ItemBlind
0165 DamageElec
0166 FuraSleepStart
0167 FuraSleepLoop
0168 FuraSleepEnd
0169 WallDamage
016A CliffWait1
016B CliffWait2
016C SlipDown
016D Slip
016E SlipTurn
016F SlipDash
0170 SlipWait
0171 SlipStand
0172 SlipAttack
0173 SlipEscapeF
0174 SlipEscapeB
0175 AppealS
0176 Zitabata
0177 CaptureKoopaHit
0178 ThrownKoopaEndF
0179 ThrownKoopaEndB
017A CaptureKoopaAirHit
017B ThrownKoopaAirEndF
017C ThrownKoopaAirEndB
017D ThrownKirbyDrinkSShot
017E ThrownKirbySpitSShot
Region Start Region End Amount Description
0x80001800 0x80002FFF 17FF Free memory in all GCN/Wii games (NOTE: Gecko codehandler gets injected at 0x80001800, approx. 0xba8 in size)

0x8022887c 0x8022892c B0 Unused code function (nop 801a4f84 and 801a5070)


0x8032c848 0x8032c880 38 Unused code function (nop 801a4f84 and 801a5070)
0x8032dcb0 0x8032ddbc 10C Unused code function (nop 801a4f84 and 801a5070)
0x8032ed8c 0x8032ee90 104 Unused code function (nop 801a4f84 and 801a5070)
0x80393a5c 0x80393c10 1B4 Unused code function (nop 801a4f84 and 801a5070)

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