Variables (Brawl)
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IC
IC's are actually more like functions than they are constants. Depending on the number, it is either the return value of a ASM function, or a value read from someplace in memory. This can be a global value or function, or one directly linked to a character. Here is a breakdown of the IC-Basic values
Start | End | Type | Memory Address |
---|---|---|---|
0 | 40 | ASM | 80AF2778 |
1000 | 1036 | ASM | 80B0AB40 |
3000 | 3116 | float | Character Attribute |
3117 | 3498 | float | 80B88270 |
3500 | 3507 | ASM | 80B0AC4C |
3508 | 3508 | float | 80AD8640 |
10000 | 10036 | ASM | 80B0AB40 |
20000 | 20026 | ASM | 80AF281C |
21000 | 21029 | ASM | 80B0ABD4 |
23000 | 23029 | int | Character Attribute |
23030 | 23179 | int | 80B88E60 |
23180 | 23193 | int | Character IC-Const |
Table
Memory Type | Type | Dec ID | Short Name | Description | Used In
|
---|---|---|---|---|---|
Internal Constant | Basic | 0 | CurrentFrame | Current Animation Frame | Unknown
|
Internal Constant | Basic | 2 | Damage | Current damage. Despite not showing on the HUD, reads negative and positive values past 999 and below 0; it's believed that damage past 999 is capped at 999 once knockback is calculated. | Unknown |
Internal Constant | Basic | 3 | Character X Position | Horizontal location of the character | Unknown |
Internal Constant | Basic | 4 | Character Y Position | Vertical location of the character | Unknown |
Internal Constant | Basic | 8 | Character Direction? | Seems to be which way the character is facing. 1 -Right, -1 - Left | Unknown |
Internal Constant | Basic | 9 | Character Direction(Opposite) | Seems to be which way the character is facing. -1 -Right, 1 - Left | Unknown |
Internal Constant | Basic | 23 | Vertical Character Velocity | Positive -> Up, Negative -> Down | Unknown |
Internal Constant | Basic | 24 | Current Frame Speed? | Seems to be 1 most of the time but has values of 80 and below during Mach Tornado, which has a frame speed modifier that starts at 80 and drops during the move. | MK action 0x117 (Mach Tornado spinning loop) |
Internal Constant | Basic | 28 | Horizontal Character Velocity | Positive -> Right, Negative -> Left | Unknown |
Internal Constant | Basic | 38 | Knockback | Knockback amount straight from KB formula. Does not include floor bounce multiplier | Unknown
|
Internal Constant | Basic | 39 | Surface Traction? | In action 0x001 (Walking), if this is less than 1, it goes to action 0x002 (WalkBrake) instead of going straight to action 0x000 (Standing). | Action 0x001 (Walking) |
Internal Constant | Basic | 1000 | VelocityX | How fast the character is moving | 0xA6E4 - Running into a wall |
Internal Constant | Basic | 1002 | Unknown? | Something to do moving down? | Action AF:ItemScrew |
Internal Constant | Basic | 1004 | Unknown? | Something to do moving down? | 0x23A40 |
Internal Constant | Basic | 1005 | Launch Speed | Actual movement speed from knockback (KB * 0.03). Includes things like floor bounce multiplier and vertical being canceled below tumble | Unknown |
Internal Constant | Basic | 1006 | VelocityRight | Higher -> Moving Right, 0 -> Not moving | Unknown |
Internal Constant | Basic | 1007 | VelocityLeft | Higher -> Moving Left, 0 -> Not moving | Unknown |
Internal Constant | Basic | 1008 | VelocityUp | Higher -> Moving Up, 0 -> Not moving | Unknown |
Internal Constant | Basic | 1009 | VelocityDown | Higher -> Moving Down, 0 -> Not moving | Unknown |
Internal Constant | Basic | 1010 | Control Stick X Axis | 1 Right, -1 Left | Unknown |
Internal Constant | Basic | 1011 | Control Stick Relative X Axis | 1 Forward, -1 Backward | Unknown |
Internal Constant | Basic | 1012 | Control Stick Relative X Axis | -1 Forward, 1 Backward | Unknown |
Internal Constant | Basic | 1013 | Control Stick Absolute Value X Axis | 1 Left or Right | Unknown |
Internal Constant | Basic | 1014 | Control Stick X Axis | -1 Right, 1 Left | Unknown |
Internal Constant | Basic | 1015 | ??? | Unknown | |
Internal Constant | Basic | 1016 | ??? | Unknown | |
Internal Constant | Basic | 1017 | Same as IC-Basic[1014] | Unknown | |
Internal Constant | Basic | 1018 | Control Stick Y Axis | 1 Up, -1 Down | Used for Smash Inputs |
Internal Constant | Basic | 1019 | Control Stick Absolute Value Y Axis | 1 Up or Down | Unknown |
Internal Constant | Basic | 1020 | Control Stick Y Axis | -1 Up, 1 Down | Used for Smash Inputs? |
Internal Constant | Basic | 1021 | Same as IC-Basic[1018] | Unknown | |
Internal Constant | Basic | 1022 | Previous Control Stick X Axis | 1 Right, -1 Left | Unknown |
Internal Constant | Basic | 1023 | Previous Control Stick Relative X Axis | 1 Forward, -1 Backward | Unknown |
Internal Constant | Basic | 1024 | Previous Control Stick Relative X Axis | -1 Forward, 1 Backward | Unknown |
Internal Constant | Basic | 1025 | Previous Control Stick Absolute Value X Axis | 1 Left or Right | Unknown |
Internal Constant | Basic | 1026 | Previous Control Stick Y Axis | 1 Up, -1 Down | Unknown |
Internal Constant | Basic | 1027 | Previous Control Stick Absolute Value Y Axis | 1 Up or Down | Unknown |
Internal Constant | Basic | 1028 | Previous Control Stick Y Axis | -1 Up, 1 Down | Unknown |
Internal Constant | Basic | 1029 | ItemUnknown | Unknown | Unknown |
Internal Constant | Basic | 1030 | ItemUnknown2 | Unknown | Unknown |
Internal Constant | Basic | 1031 | ItemUnknown3 | Unknown | Unknown |
Internal Constant | Basic | 1034 | FootstoolUnknown | Has something to do with manual footstools. | Unknown |
IC-Basic 3117 through 3498 are constants on the Memory Map Page | |||||
Internal Constant | Basic | 3506 | Stock advantage? | Used to calculate Lucario's stock lead aura multiplier | Unknown |
Internal Constant | Basic | 4000+ | Floating Point Accessor | Used by (all?) moves with special, character-specific coding | Unknown |
Internal Constant | Basic | 20000 | CurrentSubaction | Current Subaction | Unknown |
Internal Constant | Basic | 20001 | CurrentAction | Current Action | Unknown |
Internal Constant | Basic | 20003 | PreviousAction | Previous Action | Unknown |
Internal Constant | Basic | 20004 | Unknown | Has something to do with action interrupt IDs? | Unknown |
Internal Constant | Basic | 20009 | Held Item | Held Item | Unknown |
Internal Constant | Basic | 21001 | FramesSinceNeutralStickX? | The number of frames since the stick was not tilted horizontally? (Compared with RollInputWindow for dodges) | Unknown |
Internal Constant | Basic | 21002 | FramesSinceNeutralStickY? | The number of frames since the stick was not tilted vertically? (Compared with SidestepInputWindow for dodges) | Unknown |
Internal Constant | Basic | 21004 | EffectOfAttack | Equal to the effect (as a number) of the last hitbox to hit (may or may not reset once said hitbox goes away). For example, used in an if statement in a hidden action of the Blast Box, which skips straight to action 7 (explosion) if this equals 5 (the ID of the flame effect). | Unknown |
Internal Constant | Basic | 21007 | Unknown | Used a whole ton in the Primid file. Could be action- or subaction-related. | Unknown |
Internal Constant | Basic | 21010 | FramesSinceNormal | The number of frames since button 0x00 was last pressed (254 if not mashed). | Unknown |
Internal Constant | Basic | 21012 | FramesSinceSpecial | The number of frames since button 0x01 was last pressed (254 if not mashed). | Unknown |
Internal Constant | Basic | 21014 | FramesSinceJump | The number of frames since button 0x02 was last pressed (254 if not mashed). | Unknown |
Internal Constant | Basic | 21016 | FramesSinceShield | The number of frames since button 0x03 was last pressed (254 if not mashed). | Unknown |
Internal Constant | Basic | 21018 | FramesSinceShield2 | The number of frames since button 0x04 was last pressed (254 if not mashed). | Unknown |
Internal Constant | Basic | 21026 | Unknown (item-based) | If this equals 5, then characters use the WaitItem subaction instead of their regular one. | Unknown |
Internal Constant | Basic | 21027 | Unknown (item-based) | If this equals 45, then characters use the CrouchingWithItem subaction instead of their regular one. | Unknown |
Internal Constant | Basic | 23001 | TurnRunFrameTimer | Unknown | |
Internal Constant | Basic | 23002 | JumpStartTimer | Unknown | |
Internal Constant | Basic | 23003 | MaxJumpCount | Unknown | |
Internal Constant | Basic | 23004 | GlideStartTimer | Unknown | |
Internal Constant | Basic | 23007 | TermVelFrameTimer | Counts how many frames have been spent at max falling speed, for determining whether to use hard or soft landing. | Unknown |
IC-Basic 23030 through 23179 are constants on the Memory Map Page | |||||
IC-Basic 23180 through 23193 are character specific constants on the IC-Constants Page | |||||
Internal Constant | Basic | 24000+ | Integer Accessor | Accesses integer special move data | Used by various moves with special, character-specific coding |
LA
Memory Type | Type | Dec ID | Short Name | Description | Used In
|
---|---|---|---|---|---|
Runtime Longterm | Bit | 0 | IsDead | 0 = Alive, 1 = Dead | Unknown |
Runtime Longterm | Bit | 1 | CannotDie | 0 = Can die off boundaries, 1 = Can't | Unknown |
Runtime Longterm | Bit | 5 | Automatic Footstool | Set when within range of FSing Squirtle during Side-B, and some SSE enemies. Allows FSing automatically | Unknown |
Runtime Longterm | Bit | 8 | HasFinal | Final Smash is availible (Forces FS to happen, freezes if FS isn't loaded for some characters) | Unknown |
Runtime Longterm | Bit | 9 | HasFinalAura | Final Smash Aura activator (according to LA-Bit[8]) | Unknown |
Runtime Longterm | Bit | 10 | HasCurry | Goes into curry idle subaction while set | Unknown |
Runtime Longterm | Bit | 11 | HasHammer | Goes into hammer actions while set | Unknown |
Runtime Longterm | Bit | 17 | Hit by Paralyze | Set when hit by paralyze and unable to be stunned again while set. Cleared on landing and edgegrab. | Unknown |
Runtime Longterm | Bit | 19 | HasScrewAttack | Goes into screw attack jumps while set | Unknown |
Runtime Longterm | Bit | 24 | Stamina KOed | Goes into uninterruptible fall and downed actions while set | Unknown |
Runtime Longterm | Bit | 27 | HasTag | 0 = Tag Display, 1 = No tag | Unknown |
Runtime Longterm | Bit | 34 | Can LedgeGrab? | Has something to do with ledge grabbing; ledge grabbing can only occur if this bit is not set. | Alloy's |
Runtime Longterm | Bit | 36 | Can Teeter? | Has something to do with teetering; teetering can only occur if this bit is not set. | sub@ba6c |
Runtime Longterm | Bit | 57 | Momentum Force? | If set to true, character momentum codes are unaffected by hitstun. Set this to true directly before the momentum and set this to false directly after the momentum. | Ike's special Hi3 |
Runtime Longterm | Bit | 61 | CanUseUpSpecial? Also used In Skull bash and Cypher somehow | Falcon/Pikachu/Snake | |
Runtime Longterm | Bit | 65 | Deflection Toggle? | If set to true, it deflects projectiles. Only seen to work on Link and Toon Link on their Wait animations, and on Kirby's Down-B. | Link's Wait1 animation. |
Runtime Longterm | Basic | 1 | JumpsUsed | Number of jumps used. | Unknown |
Runtime Longterm | Basic | 3 | WallJumpCount | Number of walljumps performed. Each walljump goes lower the higher this number gets. | Unknown |
Runtime Longterm | Basic | 4 | WallJumpInterval | Frames until next walljump allowed on same wall | Unknown |
Runtime Longterm | Basic | 5 | FootstoolCount | Number of footstools done since the last landing | Unknown |
Runtime Longterm | Basic | 13 | FallTime | Falling Time | Unknown |
Runtime Longterm | Basic | 20 | SwimTime | How long characters been swimming? | Unknown |
Runtime Longterm | Basic | 24 | LipStickRefresh | Lip's Stick damage refresh timer(How many frames till the next self-damge?) | Unknown |
Runtime Longterm | Basic | 25 | CurryRemainingTime | Curry Remaining Time | Unknown |
Runtime Longterm | Basic | 26 | CurryAngle2 | Related to Curry Angle | Unknown |
Runtime Longterm | Basic | 30 | StarRemainingTime | Star Remaining Time | Unknown |
Runtime Longterm | Basic | 33 | MushroomRemainingTime | Mushroom Remaining Time | Unknown |
Runtime Longterm | Basic | 34 | LightningRemainingTime | Lightning Remaining Time | Unknown |
Runtime Longterm | Basic | 35 | SizeFlag | Has something to do with the size effect. 0 = normal, 1 = "Growing to Normal," 2 = "Shrinking to normal," 3 = "Big," super mushroom does nothing, poison goes back to normal, 4 = "Growing," 5 = "Small," poison mushroom does nothing, super goes to normal, 6 = "Shrinking to Small" | Unknown |
Runtime Longterm | Basic | 37 | MetalBlockRemainingTime | Metal Block Remaining Time | Unknown |
Runtime Longterm | Basic | 44 | ComboCount | Combo Counter | Unknown |
Runtime Longterm | Basic | 46 | BubbleTime? | Time spent outside camera range? | Unknown |
Runtime Longterm | Basic | 53 | AttacksPerformed | Number of attacks done(per match) | Unknown |
Runtime Longterm | Bit | 54 | Costume ID | Contains the current costumes ID. | Sonic's Run/Side-Taunt |
Runtime Longterm | Basic | 56 | HitstunFrames | Number of frames of hitstun remaining | Unknown |
Runtime Longterm | Basic | 57 | MeteorCancelWindow? | Unknown | |
Runtime Longterm | Basic | 59 | ScrewAttack? | Something with screw attack | Unknown |
Runtime Longterm | Basic | 61 | MissedTechs | Increments every time the character bounces off a wall or ceiling. After 3 bounces, you can no longer bounce off of anything. | Unknown |
Runtime Longterm | Basic | 62 | TetherCount | Increments every time the character tethers | Unknown |
Runtime Longterm | Basic | 64 | Temp | Falcon/Pikachu | |
Runtime Longterm | Basic | 65 | Temp | Falcon | |
Runtime Longterm | Float | 0 | Special Landing Lag | Sets the number of frames of landing lag after your special move | Unknown |
Runtime Longterm | Float | 1 | Special Fall mobility multiplier | Multiplier for mobility attributes during Special Fall | Unknown |
Runtime Longterm | Float | 3 | ShieldCharge | Shield Charge. Maximum = 50 for all characters. | Unknown |
Runtime Longterm | Float | 4 | ShieldUnknown | Used to deliver 12% damage to GW when a #1 comes up for Judge, but does not seem to be used for Ike's 10% self-damage from a fully charged Eruption. | Unknown |
Runtime Longterm | Float | 7 | CurryAngle1 | Curry Angle | Unknown |
Runtime Longterm | Float | 8 | CurryRandomness | Curry Angle Randomness | Unknown |
Old table
Memory Type | Type | Dec ID | Short Name | Description | Used In
|
---|---|---|---|---|---|
Random Access | Basic | 2 | Throw Data 1 | Used as the third parameter of all throw appliers (060F0500) | Throws |
Random Access | Basic | 3 | Throw Data 2 | Used as the fourth parameter of all throw appliers (060F0500) | Throws |
Random Access | Basic | 4 | Throw Data 3 | Used as the fifth parameter of all throw appliers (060F0500) | Throws |
Random Access | Bit | 0 | CharacterFloat? | Makes the character float in place when set. | Unknown |
Random Access | Bit | 2 | Fast Fall Toggle | When set to true, fastfalling is permitted. | Unknown |
Random Access | Bit | 6 | Shorthop Setter | When set to true, the character shorthops instead of jumping. | 0x00b (Jump) |
Random Access | Bit | 16 | Action Transition? | When set to true, allows jabs to continue to the next jab attack [i.e. Attack12] if you press A or are hitting the foe. Also used for a ton of other things. | Snake's Attack11 |
Random Access | Bit | 18 | Specials Movement | Allows a character can slightly DI left and right during the animation when set to true. | Ike's SpecialHi |
Random Access | Bit | 19 | Glide Toggle | If set to true, a character can begin gliding if holding down the jump button. Only seen to work in Metaknight, Charizard, and Pit. | Meta Knight's Jumps |
Random Access | Bit | 20 | Jabloop Trigger | If set to true, if the attack lands and A is held down, it will continue on to the character's Attack100. | Fox's jab2 |
Random Access | Bit | 22 | Auto Jab Toggle | If set to true, the jab will automatically loop if A is being held down. | Snake's Jab |
Random Access | Bit | 25 | Rapid Jab End | If set to true, the rapid jab will automatically transition to AttackEnd if A is not held down. | C. Falcon's Attack100 |
Random Access | Bit | 30 | Landing Lag | If set to true, the character will experience landing lag if the character touches the ground. | All Aerial A moves |
Random Access | Float | 4 | Unknown | Used in action 0x004 (Run); if it's <= 0.0, then transitions can be made to RunTurn, PivotGrab, or TurnTrip. | Run |
Runtime Longterm | Basic | 5 | Footstool Jump count | Footstool Jump count | Unknown |
Runtime Longterm | Bit | 10 | Has spicy curry. | Has spicy curry. | Unknown |
Runtime Longterm | Bit | 11 | Has hammer. | Has hammer. | Unknown |
Runtime Longterm | Bit | 14 | Has starman. | Has starman. | Unknown |
Runtime Longterm | Bit | 15 | Has screw attack. | Has screw attack. | Unknown |
Runtime Longterm | Bit | 18 | Has metal box. | Has metal box. | Unknown |
Runtime Longterm | Bit | 19 | Has bunny hood. | Has bunny hood. | Unknown |
Runtime Longterm | Bit | 20 | .Large or small state from mushroom? | Large or small state from mushroom?. | Unknown |
Runtime Longterm | Bit | 42 | Has cracker launcher?. | Has cracker launcher?. | Unknown |
Runtime Longterm | Bit | 43 | Smash throwing item. | Smash throwing item. | Unknown |
Runtime Longterm | Bit | 47 | Has assist trophy. | Has assist trophy. | Unknown |
Runtime Longterm | Bit | 50 | Riding Item?. | Set when using warpstar or riding dragoon. | Unknown |
Runtime Longterm | Bit | 53 | Has franklin badge. | Has franklin badge. | Unknown |