SSBM Data Sheet (1.02)
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EffectComments
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0x803B7C08Classic mode continue coin requirements0x00 - Very Easy (1 coin required)
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0x803B7C0Dlmode continue coin requirementsSame as above.
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0x803B7C11All-Star mode continue coin requirementsSame as above, but all five values in this offset are "0A".
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0x803C12E0START of Per Character Action State TableIndexed by Internal Character ID
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0x803c14f0Aerial Down B table
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0x803C167CPer Character Neutral Special Action Initalization TableIndexed by Internal Character ID
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0x803C2800START of Shared Action State Function TableSee Action State Reference
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0x803D4A48Game duration and pause on/offLoaded 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/
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0x803D4A50Game duration and pause on/off0x08010000 = 8 minutes, pause off. 0x08000100 = 8 minutes, pause on
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0x803f0328Ready to fight banner visiblity status
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0x803f0aa8Stamina Mode Narrarator Sound FX IDOther Special Melee Sound FX ID's are located around here
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0x803F0E06P1 Character select0x00 - Team (0x00 = Red 0x01 = Blue 0x02 = Green)
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0x803F0E08P1 character select
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0x803F0E2AP2 Character select0x01 - Player Mode (0x00 = Human 0x01 = CPU 0x02 = Demo? 0x03 = Disabled)
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0x803F0E2CP2 character select4 Bytes - Example: Reading 4 bytes at address 0x803F0E08 returns 0x00010A0A
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0x803F0E4EP3 Character select0x02 - Costume ID
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0x803c14f0P3 character selectByte 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.
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0x803F0E72P4 Character select0x03 - Last VALID selected/hovered character ID (0x00 to 0x18)
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0x803F0E74P4 character selectByte 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.
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0x803F14C4Start of Item Action Function TableIndexed by Item ID. See Entity Data Offsets for info.
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0x803F20E0These all seem to be addresses within a function, rather than a pointer to the start of the function.
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0x80432A28Frame advance on/off0x80000000 = on. Increment word by 1 to advance frame by frame. 00000000 = unpause
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0x80432A2CGlobal speed modifierDefaults at 0xA4CB8. Cut it in half for double speed (0x5265C).
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0x80452C68START INGAME Camera StructSee Entity Data Offsets for notes
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0x80453080P1 Block0x00 of P1's static Player Block data. Each player is 0xE90 apart (goes up to Player 6).
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0x8045310EP1Stock
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0x80453130P1 character entity data pointerRefer to the Char Offset table. Each subsequent player's pointer is stored at 0xE90
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0x80453F10P2 Block
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0x80453F9EP2Stock
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0x80453FC0P2 character entity data pointer
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0x80454DA0P3 Block
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0x80454E2EP3Stock
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0x80454E50P3 character entity data pointer
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0x80455C30P4 Block
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0x80455CBEP4Stock
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0x80455CE0P4 character entity data pointer
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0x8045BF10???See above for variable list.
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0x8045BF28Unlocked characters bitfield0 = locked, 1 = unlocked. Characters are in order of their external values excluding starters, from Mr. Game & Watch in the LSB to Ganondorf in 10
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0x8045BF2AUnlocked stages bitfield0 = locked, 1 = unlocked. Stages are in a unique order
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0x8045C370Item Frequency, VS Mode (8-bit)
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0x8045c384Music/Sound volume slider last position?Doesn't actually affect the music/sound volume when changed, but if changed outside of sound menu the slider will appear at the newly inputted position upon next sound menu entry
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0x8045D850Start of Nametag Data
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0x8046B6C4 Bomb Rain TimerIf it is greater than 0x4B0, it rains bombs (likely num frames of current match).
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0x8046B6C8Game timer minutes/seconds leftEx. 000001E0 = 8 minutes (1E0=decimal 480[seconds] = 8 minutes)
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0x8046B6CCGame timer counter (16-bit)Counts up every frame to subtract from timer. Write 0 to this every frame to freeze timer.
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0x8046DB6D
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0x8046DB6EBomb Rain toggle/Is Sudden DeathChange 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)
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0x8046DB80Start of Current Match information@ +0x08 = Item Switch values
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0x80479C5FP1 Previous Input Timer (8-bit)These appear to reset to 0 whenever an input is received.
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0x80479C8FP2 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
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0x80479CBFP3 Previous Input Timer (8-bit)These are spaced 0x30 apart
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0x80479CEFP4 Previous Input Timer (8-bit)
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0x80479D30Scene controller00 = Current major; 01 = Pending major; 02 = Previous major; 03 = Current minor
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0x80479D60Global frame timer
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0x80479D68Game pause on/off0x10000000 = paused
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0x80479D7CGame loop enable/disable flagsDisable game functions from processing each frame. Each bit is a flag for a different function.
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0x804807C8Teams Mode flag (8-bit)01 = on, 00 = off (free for all)
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0x80480820P1 Character Select?Uses External ID
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0x8048082cHas Something to do with above address
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0x8049E6C8START of Current Stage Info
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0x804A1FD8In-game debug settings
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0x804C1FACController 1 Digital DataBit Flags: xxxx xxxx UDLR UDLR xxxS YXBA xLRZ UDRL
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0x804C1FB0Controller 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
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0x804C1FC4Controller 1 Analog Data32-Bit Floats (-1 - 1) | Words: [0] Control Stick X [1] Control Stick Y [2] C-Stick X [3] C-Stick Y
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0x804C1FC8 Unsigned Bytes 0x00-0x8C | Bytes: [0] Left Shoulder [1] Right Shoulder
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0x804C1FCCController 1 Analog Data
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0x804D36A0Hitbox color
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0x804D36A4Grab box color
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0x804D36A8Careful i have write accessd
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0x804D36ACHurtbox color
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0x804D36B0
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0x804D36B4Invincible hurtbox color
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0x804D36B8
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0x804D36BCIntangible hurtbox color
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0x804D36C0
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0x804D36C4Shield collision bubble color
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0x804D36C8
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0x804D36CCReflector collision bubble color
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0x804D36D0
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0x804D36D4
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0x804D36D8
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0x804D36DCDetection box color (i.e. Ganondorf/Falcon side-B)
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0x804D36E0
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0x804D36E4
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0x804D36E8
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0x804D36EC
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0x804D36F0
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0x804D36F4
90
0x804D36F8
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0x804D36FClast color table entry
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0x804D4A08Debug Level (32-bit)0 = Master, 1 = No-Debug-Rom, 2 = Debug-Develop, 3 = Debug-Rom, 4 = Develop
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0x804D5F90Random seedChanges every frame and is affected by player actions. For ALL random events.
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0x804d6554Pointer to PICo.datNOTE: This does not point to the entire PICo.dat file. Instead it only points first offset located in the PICo Offsets sheet
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0x804D6554Pointer to common attributes table from PlCo.dat
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0x804D6730KO star count (8-bit per player)=p1p2p3p4
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0x804d6ca4Frames before inputs are taken on SSSByte
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0x804D6CADStage select (16-bit)Indicates the stage selection on the stage select screen.
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0x804d6cf2Frames before inputs are taken on CSSByte
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0x804D6D58HUD toggleToggle for displaying the game timer, player's percents, stock icons, etc. 00=ON, 01=OFF
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