| A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | Effect | Comments | ||||||||||||||||||
2 | 0x803B7C08 | Classic mode continue coin requirements | 0x00 - Very Easy (1 coin required) | |||||||||||||||||
3 | 0x803B7C0D | lmode continue coin requirements | Same as above. | |||||||||||||||||
4 | 0x803B7C11 | All-Star mode continue coin requirements | Same as above, but all five values in this offset are "0A". | |||||||||||||||||
5 | 0x803C12E0 | START of Per Character Action State Table | Indexed by Internal Character ID | |||||||||||||||||
6 | 0x803c14f0 | Aerial Down B table | ||||||||||||||||||
7 | 0x803C167C | Per Character Neutral Special Action Initalization Table | Indexed by Internal Character ID | |||||||||||||||||
8 | 0x803C2800 | START of Shared Action State Function Table | See Action State Reference | |||||||||||||||||
9 | 0x803D4A48 | Game duration and pause on/off | 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/ | |||||||||||||||||
10 | 0x803D4A50 | Game duration and pause on/off | 0x08010000 = 8 minutes, pause off. 0x08000100 = 8 minutes, pause on | |||||||||||||||||
11 | 0x803f0328 | Ready to fight banner visiblity status | ||||||||||||||||||
12 | 0x803f0aa8 | Stamina Mode Narrarator Sound FX ID | Other Special Melee Sound FX ID's are located around here | |||||||||||||||||
13 | 0x803F0E06 | P1 Character select | 0x00 - Team (0x00 = Red 0x01 = Blue 0x02 = Green) | |||||||||||||||||
14 | 0x803F0E08 | P1 character select | ||||||||||||||||||
15 | 0x803F0E2A | P2 Character select | 0x01 - Player Mode (0x00 = Human 0x01 = CPU 0x02 = Demo? 0x03 = Disabled) | |||||||||||||||||
16 | 0x803F0E2C | P2 character select | 4 Bytes - Example: Reading 4 bytes at address 0x803F0E08 returns 0x00010A0A | |||||||||||||||||
17 | 0x803F0E4E | P3 Character select | 0x02 - Costume ID | |||||||||||||||||
18 | 0x803c14f0 | 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. | |||||||||||||||||
19 | 0x803F0E72 | P4 Character select | use computer visio | |||||||||||||||||
20 | 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. | |||||||||||||||||
21 | 0x803F14C4 | Start of Item Action Function Table | Indexed by Item ID. See Entity Data Offsets for info. | |||||||||||||||||
22 | 0x803F20E0 | These all seem to be addresses within a function, rather than a pointer to the start of the function. | ||||||||||||||||||
23 | 0x80432A28 | Frame advance on/off | 0x80000000 = on. Increment word by 1 to advance frame by frame. 00000000 = unpause | |||||||||||||||||
24 | 0x80432A2C | Global speed modifier | Defaults at 0xA4CB8. Cut it in half for double speed (0x5265C). | |||||||||||||||||
25 | 0x80452C68 | START INGAME Camera Struct | See Entity Data Offsets for notes | |||||||||||||||||
26 | 0x80453080 | P1 Block | 0x00 of P1's static Player Block data. Each player is 0xE90 apart (goes up to Player 6). | |||||||||||||||||
27 | 0x8045310E | P1Stock | ||||||||||||||||||
28 | 0x80453130 | P1 character entity data pointer | Refer to the Char Offset table. Each subsequent player's pointer is stored at 0xE90 | |||||||||||||||||
29 | 0x80453F10 | P2 Block | ||||||||||||||||||
30 | 0x80453F9E | P2Stock | ||||||||||||||||||
31 | 0x80453FC0 | P2 character entity data pointer | ||||||||||||||||||
32 | 0x80454DA0 | P3 Block | ||||||||||||||||||
33 | 0x80454E2E | P3Stock | ||||||||||||||||||
34 | 0x80454E50 | P3 character entity data pointer | ||||||||||||||||||
35 | 0x80455C30 | P4 Block | ||||||||||||||||||
36 | 0x80455CBE | P4Stock | ||||||||||||||||||
37 | 0x80455CE0 | P4 character entity data pointer | ||||||||||||||||||
38 | 0x8045BF10 | ??? | See above for variable list. | |||||||||||||||||
39 | 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 | |||||||||||||||||
40 | 0x8045BF2A | Unlocked stages bitfield | 0 = locked, 1 = unlocked. Stages are in a unique order | |||||||||||||||||
41 | 0x8045C370 | Item Frequency, VS Mode (8-bit) | ||||||||||||||||||
42 | 0x8045c384 | Music/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 | |||||||||||||||||
43 | 0x8045D850 | Start of Nametag Data | ||||||||||||||||||
44 | 0x8046B6C4 | Bomb Rain Timer | If it is greater than 0x4B0, it rains bombs (likely num frames of current match). | |||||||||||||||||
45 | 0x8046B6C8 | Game timer minutes/seconds left | Ex. 000001E0 = 8 minutes (1E0=decimal 480[seconds] = 8 minutes) | |||||||||||||||||
46 | 0x8046B6CC | Game timer counter (16-bit) | Counts up every frame to subtract from timer. Write 0 to this every frame to freeze timer. | |||||||||||||||||
47 | 0x8046DB6D | |||||||||||||||||||
48 | 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) | |||||||||||||||||
49 | 0x8046DB80 | Start of Current Match information | @ +0x08 = Item Switch values | |||||||||||||||||
50 | 0x80479C5F | P1 Previous Input Timer (8-bit) | These appear to reset to 0 whenever an input is received. | |||||||||||||||||
51 | 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 | |||||||||||||||||
52 | 0x80479CBF | P3 Previous Input Timer (8-bit) | These are spaced 0x30 apart | |||||||||||||||||
53 | 0x80479CEF | P4 Previous Input Timer (8-bit) | ||||||||||||||||||
54 | 0x80479D30 | Scene controller | 00 = Current major; 01 = Pending major; 02 = Previous major; 03 = Current minor | |||||||||||||||||
55 | 0x80479D60 | Global frame timer | ||||||||||||||||||
56 | 0x80479D68 | Game pause on/off | 0x10000000 = paused | |||||||||||||||||
57 | 0x80479D7C | JJ | Disable game functions from processing each frame. Each bit is a flag for a different function. | |||||||||||||||||
58 | 0x804807C8 | Teams Mode flag (8-bit) | 01 = on, 00 = off (free for all) | |||||||||||||||||
59 | 0x80480820 | P1 Character Select? | Uses External ID | |||||||||||||||||
60 | 0x8048082c | Has Something to do with above address | ||||||||||||||||||
61 | 0x8049E6C8 | START of Current Stage Info | ||||||||||||||||||
62 | 0x804A1FD8 | In-game debug settings | ||||||||||||||||||
63 | 0x804C1FAC | Controller 1 Digital Data | Bit Flags: xxxx xxxx UDLR UDLR xxxS YXBA xLRZ UDRL | |||||||||||||||||
64 | 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 | |||||||||||||||||
65 | 0x804C1FC4 | 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 | |||||||||||||||||
66 | 0x804C1FC8 | Unsigned Bytes 0x00-0x8C | Bytes: [0] Left Shoulder [1] Right Shoulder | ||||||||||||||||||
67 | 0x804C1FCC | Controller 1 Analog Data | ||||||||||||||||||
68 | 0x804D36A0 | Hitbox color | ||||||||||||||||||
69 | 0x804D36A4 | Grab box color | ||||||||||||||||||
70 | 0x804D36A8 | Careful i have write accessd | ||||||||||||||||||
71 | 0x804D36AC | Hurtbox color | ||||||||||||||||||
72 | 0x804D36B0 | |||||||||||||||||||
73 | 0x804D36B4 | Invincible hurtbox color | ||||||||||||||||||
74 | 0x804D36B8 | |||||||||||||||||||
75 | 0x804D36BC | Intangible hurtbox color | ||||||||||||||||||
76 | 0x804D36C0 | |||||||||||||||||||
77 | 0x804D36C4 | Shield collision bubble color | ||||||||||||||||||
78 | 0x804D36C8 | |||||||||||||||||||
79 | 0x804D36CC | Reflector collision bubble color | ||||||||||||||||||
80 | 0x804D36D0 | |||||||||||||||||||
81 | 0x804D36D4 | |||||||||||||||||||
82 | 0x804D36D8 | |||||||||||||||||||
83 | 0x804D36DC | Detection box color (i.e. Ganondorf/Falcon side-B) | ||||||||||||||||||
84 | 0x804D36E0 | |||||||||||||||||||
85 | 0x804D36E4 | |||||||||||||||||||
86 | 0x804D36E8 | |||||||||||||||||||
87 | 0x804D36EC | |||||||||||||||||||
88 | 0x804D36F0 | |||||||||||||||||||
89 | 0x804D36F4 | |||||||||||||||||||
90 | 0x804D36F8 | |||||||||||||||||||
91 | 0x804D36FC | last color table entry | ||||||||||||||||||
92 | 0x804D4A08 | Debug Level (32-bit) | 0 = Master, 1 = No-Debug-Rom, 2 = Debug-Develop, 3 = Debug-Rom, 4 = Develop | |||||||||||||||||
93 | 0x804D5F90 | Random seed | Changes every frame and is affected by player actions. For ALL random events. | |||||||||||||||||
94 | 0x804d6554 | Pointer to PICo.dat | NOTE: This does not point to the entire PICo.dat file. Instead it only points first offset located in the PICo Offsets sheet | |||||||||||||||||
95 | 0x804D6554 | Pointer to common attributes table from PlCo.dat | ||||||||||||||||||
96 | 0x804D6730 | KO star count (8-bit per player) | =p1p2p3p4 | |||||||||||||||||
97 | 0x804d6ca4 | Frames before inputs are taken on SSS | Byte | |||||||||||||||||
98 | 0x804D6CAD | Stage select (16-bit) | Indicates the stage selection on the stage select screen. | |||||||||||||||||
99 | 0x804d6cf2 | Frames before inputs are taken on CSS | Byte | |||||||||||||||||
100 | 0x804D6D58 | HUD toggle | Toggle for displaying the game timer, player's percents, stock icons, etc. 00=ON, 01=OFF |