Super Smash Bros
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Super Smash Bros uses F3DEX ucodes, and vpk0 compression which is a bitwise lzss variant with the addition of huffman encoding and has two file tables.
Region (U)
OS Functions
0x80123870,spSetAttribute 0x80125ef0,spClearAttribute 0x80125f50,spScale 0x80130000,osSendMesg 0x80130150,osStopThread 0x80130210,osRecvMesg 0x80130350,osSetIntMask 0x801303f0,__sinf/fsin/sinf 0x801309b0,__ull_rshift 0x801309dc,__ull_rem 0x80130a18,__ull_div 0x80130a54,__ll_lshift 0x80130a80,__ll_rem 0x80130abc,__ll_div 0x80130b18,__ll_mul 0x80130b48,__ull_divremi 0x80130ba8,__ll_mod 0x80130c44,__ll_rshift 0x80131570,__osDequeueThread 0x801315b0,bzero/_bzero/blkclr/_blkclr 0x80131e20,osCreateThread 0x80132150,osVirtualToPhysical 0x801321d0,osWritebackDCache 0x801325b0,osPiRawReadIo 0x80132670,__osSetSR 0x80132680,__osGetSR 0x801326d0,__osSpRawStartDma 0x80132860,osViBlack 0x801328d0,__osSiRawReadIo 0x801328d0,__osSpRawReadIo 0x80132920,osSpTaskYield 0x80132bb0,osViSetMode 0x80132c20,__osProbeTLB 0x801333b0,osPiRawStartDma 0x80133490,osGetCount 0x801334a0,osSetEventMesg 0x80133510,sqrtf 0x80133540,osContStartQuery 0x801335c4,osContGetQuery 0x80134300,osEPiStartDma 0x801343e0,memcpy 0x8013440c,strlen 0x80134434,strchr 0x80134480,osCreateMesgQueue 0x801344b0,osInvalICache 0x80134530,osInvalDCache 0x801345e0,__osSpDeviceBusy 0x80134610,__osSiDeviceBusy 0x80134640,osJamMesg 0x80134790,osSetThreadPri 0x80134870,osGetThreadPri 0x80134890,osViSwapBuffer 0x801348e0,guMtxXFMF 0x80134980,guMtxCatF 0x80134cd0,osSpTaskYielded 0x80134d50,osGetTime 0x801351e0,__osSetGlobalIntMask 0x80135380,guNormalize 0x80135410,__osSetCompare 0x80135430,bcopy/_bcopy 0x80135740,alCopy 0x801357c0,__osResetGlobalIntMask 0x80135820,__osDisableInt 0x80135840,__osRestoreInt 0x80135ca0,osPiGetCmdQueue 0x80135cd0,__cosf/fcos/cosf 0x80135e40,osSetTime 0x80135e70,osViSetEvent 0x80136140,__osSetFpcCsr 0x801362b0,osMapTLBRdb 0x80136310,osYieldThread 0x80136360,alCents2Ratio 0x80138a40,_Litob 0x80138ce0,__osSpRawWriteIo 0x80138ce0,__osSiRawWriteIo 0x80138d30,osDpSetNextBuffer 0x80138de0,__osDpDeviceBusy 0x80138e10,__osSpSetStatus 0x80138e20,__osSpGetStatus 0x80139160,osWritebackDCacheAll 0x80139190,osStartThread 0x801392e0,osViSetYScale 0x80139340,__d_to_ll 0x8013935c,__f_to_ll 0x80139378,__d_to_ull 0x80139418,__f_to_ull 0x801394b4,__ll_to_d 0x801394cc,__ll_to_f 0x801394e4,__ull_to_d 0x80139518,__ull_to_f 0x80139600,__osAiDeviceBusy 0x80139670,__osSpSetPc 0x8013d4b0,osViModeNtscLan1 0x8013d500,osViModeMpalLan1 0x8013f0e0,__osRcpImTable 0x8013f370,__libm_qnan_f
Select screen stuff
1388A2 current animation in player select 0x13975c (rom Versus character select table) 0x140a84 (rom single player cselect table) 0x147674 (rom training mode character select table) 08138090 (ram training mode character select table) 0x1501b4 (rom training mode stage select table) 80134644 RAM Values: 00 Mario 01 Fox 02 DK 03 Samus 04 Luigi 05 Link 06 Yoshi 07 C. Falcon 08 Kirby 09 Pikachu 0A Jigglypuff 0B Ness 0C Master Hand 0D Metal Mario 0E Polygon Mario 10 Polygon DK 13 Polygon Link 14 Polygon Yoshi 15 Polygon Samus 18 Polygon Kirby 1A Giant Donkey Kong
Audio stuff
00640806 (rom) Congo Jungle music modifier 0011B590 (rom) values for character crowd cheers 8009A1F0 - pointer to audio sequence in ram 8009D96C 8005d5a0 00B277B0 in rom - music sequence table 000269E8 5331002F - 2F is the number of sequences xxxxxxxx yyyyyyyy - for each entry xx = location yy = size Sequences start with 00000044 beginning of track information Next 0x12 bytes are pointers to track info? size of each track? 0x40 - tempo 00B4E5C0 00B54C20 in rom - music sequence sound bank - pointers seem to be for the game's instruments 00C6B650 in rom - sound effect audio table
Music Values
80099113 00?? 000A97F4 00 Dream Land 01 Planet Zebes 02 Mushroom Kingdom 03 Mushroom Kingdom sped up 04 Sector Z 05 Kongo Jungle 06 Peach's Castle 07 Saffron City 08 Yoshi's Island 09 Hyrule Castle 0a character select 0b unused? 0c mario victory 0d samus victory 0e dk victory 0f kirby victory 10 fox victory 11 ness victory 12 yoshi victory 13 c.falcon victory 14 pokemon victory 15 link victory 16 after victory 17 versus masterhand 18 masterhand entering 19 final destination 1a bonus stage 1b single player win match 1c single player complete bonus 1d defeated master hand 1e failed bonus 1f continue? 20 game over 21 title 22 how to play 23 a challenger approaches 24 polygon fighting team 25 Metal Mario Stage 26 after beating masterhand 27 credits 28 unlocked character 29 a challenger approaches 2a training 2b character info 2c menu select 2d hammer 2e star 0009D96C
Stage stuff
12C520 stage table?
801574E0
800CD818
800CD83C
800FC2AC get stage
C24 mario's stage
8018E4D0 current stage model (versus mode) 8018F408 current stage model (Break The Targets) 80190C98 current stage model (training mode) 80134D28 current stage model (training mode level select)
Stage file numbers
006A Peach's Castle 006D Sector Z 006C Congo Jungle 0069 Planet Zebes 0071 Hyrule Castle 006F Yoshi's Island 0068 Dream Land 0070 Saffron City 006B Mushroom Kingdom 0065 Beta Stage 1 0066 Beta Stage 2 0073 How to Play Stage 0076 Yoshi's Island Single Player 0075 Metal Mario's Stage 0074 Fighting Polygon Team Stage 0095 Race to The Finish 0072 Master Hand Stage 007C Mario Break The Targets 007D Fox Break The Targets 007E Donkey Kong Break The Targets 007F Samus Break The Targets 0080 Luigi Break The Targets 0081 Link Break The Targets 0082 Yoshi Break The Targets 0083 Captain Falcon Break The Targets 0084 Kirby Break The Targets 0085 Pikachu Break The Targets 0086 Jiggly Puff Break The Targets 0087 Ness Break The Targets 0089 Mario Board The Platforms 008A Fox Board The Platforms 008B Donkey Kong Board The Platforms 008C Samus Board The Platforms 008D Luigi Board The Platforms 008E Link Board The Platforms 008F Yoshi Board The Platforms 0090 Captain Falcon Board The Platforms 0091 Kirby Board The Platforms 0092 Pikachu Board The Platforms 0093 Jiggly Puff Board The Platforms 0094 Ness Board The Platforms
Smasher model stuff
1385A3 player 1 character modifier training 13bad0 player 1 character modifier versus 00222B94 ram to load models 0027555C 801303E8 where models get loaded in ram 800F2C04 null branch to display hitboxes 22FC20 mario's object training mode 2315B0 mario's head in RAM 00147380 asm load player models in training mode ROM 80138428 RAM
Character panel
22D100 0x92610 character panel ram locations (difference of 0x84800 between ram and rom) 0x93010 80117810 Mario 0x94EF4 801196F4 Fox 0x9648C 8011AC8C DK 0x98478 8011CC78 Samus 0x998A0 8011E0A0 Luigi 0x9AD20 8011F520 Link 0x9C1D0 801209D0 Yoshi 0x9D698 80121E98 C. Falcon 0x9EE80 80123680 Kirby 0xA04E4 80124CE4 Pikachu 0xA197C 8012617C Jigglypuff 0xA2EA0 801276A0 Ness 0xA447C 80128C7C Master Hand 0x93A20 80118220 Metal Mario 0x94430 80118C30 Polygon mario 0x959B4 8011A1B4 Polygon Fox 0x96F6C 8011B76C Polygon DK 0x98E98 8011D698 Polygon Samus 0x9A2B0 8011EAB0 Polygon Luigi 0x9B790 8011FF90 Polygon Link 0x9CC10 80121410 Polygon Yoshi 0x9E118 80122918 Polygon C. Falcon 0x9FA7C 8012427C Polygon Kirby 0xA0F2C 8012572C Polygon Pikachu 0xA23CC 80126BCC Polygon Jigglypuff 0xA3970 80128170 Polygon Ness 0x97A4C 8011C24C Giant Donkey Kong
Animation stuff
80190F62 current animation training mode peach castle 80274BC0 11F32A Link's side A animation 11F2EC Link's A animation 11DeC0 luigi taunt 11FD5C Polygon Link's A animation 80116E80 mario moveset animations in ram 80390EA0 Mario winning animations? 0x108480 in rom xxxxxxxx yyyyyyyy zzzzzzzz xx = animation yy = action zz = ???? 00109020 (rom)Link animation values 80391A00 80043270 current animation in character select 80129f44
Misc
001AC870 table with compressed files 810A4938 FFFF unlock everything 0x1AC870 file table 001B2C6C files start 800CDB98 116bD0 some files
Character Values
00 Mario 01 Fox 02 DK 03 Samus 04 Luigi 05 Link 06 Yoshi 07 C. Falcon 08 Kirby 09 Pikachu 0A Jigglypuff 0B Ness 0C Master Hand 0D Metal Mario 0E Polygon Mario 10 Polygon DK 13 Polygon Link 14 Polygon Yoshi 15 Polygon Samus 18 Polygon Kirby 1A Giant Donkey Kong
Region (J)
Unsorted notes
800A2A90 00XX 03 System Debug 04 Battle Debug 484 kirby 485 link 486 luigi 487 mario 0x13A5E0 (rom Versus character select table) 0x92570 character panel ram locations (difference of 0x82470 between ram and rom) 0x92F70 801153E0 Mario 0x94E54 801172C4 Fox 001153E0 8022AB10 8022AF38 8022B090 801364D8 801ACAF0 801AD348 80114A74 80115390 802EBEA0 attack data? 802ED514 Fireball 802ED534 Graphics effect? 802ED53A Graphic effect near hand 802ED54B Fireball sound effect commands 080000xx timer 98xxyy00 graphical effect 001ACAF0 file table 001B2DC0 File Start 800D4E64 asm code to load file table 000529F4 ROM 2D5108 on the these commands xxyyyyyy xx = A3 register SRL A3,A3,0x1A list of commands1 08 (02) delay 0C (03) Deal Damage 38 (0E) Play sound effect 44 (11) Play sound effect 4C (13) Play Sound effect 54 (15) Spawn Projectile? 98 (26) Graphic effect? A0 (28) Load Dlist? BC (2F) C4 (31) CC (33) commands2 SLL t7,29,0xB xxyyyyyy 00 set distance? 0C set damage? uses 3 words? 0Cxxxyyy aaaabbbb ccccdddd yy = damage aa = size of hitbox bb = angle? dd = distance 802F1B48 mario a neutral in ram 800E0C0C Store damage dealt 800DD1C0 grab damage command shift left 0x13 Shift Right 0x18 DAMAGE!! For characters files xxxxxxxx yyyyyyyy zzzzzzzz xx = animation yy = offset in action file zz = unknown 44C = Jump 80285E00 Link's action File in RAM 802F1000 802F2CF0 1AFE08 standing animation 0x68E710 3390 3954 8014EBE8 Button check for bow? 8012F374 person currently paused 80111CA0 button check for pause 800A0EA4 debug stuff 800A1060 800A2A90 current screen 800A238C screen asm 800F0824 null branch to enable hitboxes A6EA0 Table to B Attacks A5668 Mario's stuff A56A4 mario's B attack 80127B14 800E5314 asm load attack 800E52A0 8018E3F7 current weapon held training mode 800DF76C breakpoint to find weapon holding
Character attacks
80153B74 add DF for B move (add FF24) 800E5314 asm load attack 8018643C asm character table for each B-air move 801864A8 asm character table for Up-B-Air move 80186514 asm character table for Down-B-Air move 801865eC asm character table for each B move 80186660 asm character table for Up-B move 801866D0 asm character table for Down-B move 80129310 000A6EA0 Table to B Attacks A5668 Mario's stuff A56A4 mario's B attack 8013B5E4 800E4D40 ASM to load which jump/attack/action (A1 + FF24) 0x00 0x04 0x08 0x0C 0x10 801449B4 use item function 8011D0F0 link's panel RAM 18e590 some of link's files 80277Aa4 button presses 80004000 20000020
Animation stuff
0018E7F2 current animation training mode hyrule castle 00130C6A current animation battle debug 0027795F animation frames? Link 269 442 Standing 44C Jump Forward 44D Jump Backward 44E Double Jump Forward 44F Double Jump Backward 450 falling 453 Crouching 48B Taunt 4AE A Combo 1 4AF A Combo 2 4B0 A Combo 3 4B2 A Multi Stabs 4B5 A Side tilt 4B6 A Up tilt 4B7 A Down Tilt - 27 frames 4B8 A Side Smash 4B9 A Up Smash 4BA A Down Smash 4BB A in Air 4BC A forward in air 4BD A back in air 4BE A up in air 4BF A Down in Air 4C1 Grabbing sword out of ground 4C5 Intro Facing Right 4C6 Intro Facing Left 4C7 Up-B on ground 4C8 Up-B on ground finish 4C9 Up-B in Air 4CA B on Ground 4CB Retrieving Boomerang 4CC B in Air 4CD Retrieving Boomerang in Air 4CE Down B on Ground 4CF Down B in Air 0068DA60 00840820
Format
SRL V0, A0, 0xB aaaabbbb xxxxyyyy zzzzpppp qqqqrrrr sssstttt uuuuvvvv wwwwwwww xx = x rotation of bone yy = y rotation of bone zz = z rotation of bone pp = x rotation first keyframe qq = y rotation first keyframe rr = z rotation first keyframe ss = x rotation second keyframe tt = y rotation second keyframe uu = z rotation second keyframe 8012DCC4 asm for individual animation command? 000AB854 Format (bit-wise): aaaa aaaa aaab bbbb cccc cccc cccc cccc aa = command bb = variable? cc = value ==Stage stuff== <pre>000A7C80 training stage stage files 8012A0F0 RAM 0018E1F9 current stage training mode 800A2CC9 current stage battle royale mode 8018E520 current files training mode 800CB8C4 800CBB34 load level file 800CBB5C 800F9ECC 8012A0F0 80002C0C 80043320 800CBB34 80043C10 800CBB5C 80043C10 800CB638 80043b70 800CB684 80043b70 00132A80 stage files training mode select screen 8013293B current selection for stage 8013200C get level model intraining mode screen? 80043C00 training mode level select table 80130604 80130634 801306D8 stage size asm? 80043B78 8013031C 80130340 801304B4 801304EC 8013200C