IC-MemoryMap

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Global? Float IC-Basics

Memory Address OverlayCommon Offset IC# Default Value Label
80B87AA8 514648 2002 0.4 Hitstun Constant
80B87AAC 51464C 2003 10 Hitstun frames threshold for entering Damage_2 non-tumble animations
80B87AB0 514650 2004 21 Hitstun frames threshold for entering Damage_3 non-tumble animations
80B87AB4 514654 2005 32 Hitstun frames threshold for entering DamageFly_ tumble animations (80 KB with a 0.4 hitstun constant)
80B87AB8 514658 2006 0.785398 Move angle against aerial opponents for Sakurai angle (radians)
80B87ABC 51465C 2007 37 361 aka Sakurai angle cap (vs grounded opponents, angle scales from 0 to this within the KB thresholds below)
80B87AC0 514660 2008 60 361 aka Sakurai angle lower KB threshold
80B87AC4 514664 2009 88 361 aka Sakurai angle upper KB threshold
80B87AC8 514668 2010 0.03 Multiplier to convert Knockback into Launch Speed (tumble threshold is 2.4 with 0.4 hitstun constant)
80B87ACC 51466C 2011 8.3 Maximum grounded Launch Speed
80B87AD0 514670 2012 0.5 Launch Speed multiplier for 365 angle moves
80B87AD4 514674 2013 0.174533 Min Launch angle below ground to bounce off while grounded (radians)
80B87AD8 514678 2014 0.8 Grounded stage bounce V launch speed multiplier.
80B87ADC 51467C 2015 1.22173 Min angle for DamageFlyTop
80B87AE0 514680 2016 1.91986 Max angle for DamageFlyTop
80B87AE4 514684 2017 0.3 Odds for DamageFlyRoll KB animation when 100+ damage
80B87AE8 514688 2018 30 Hitlag Maximum
80B87AEC 51468C 2019 0.384615 Hitlag Multiplier
80B87AF0 514690 2020 5 Base Hitlag Amount
80B87AF4 514694 2021 0.75 Affects amount of time spent shaking in hitlag (does not apply to electrical hitlag)
80B87AF8 514698 2022 4 Affects amount of time spent shaking in hitlag (does not apply to electrical hitlag)
80B87AFC 51469C 2023 2 V launch speed multiplier for moves with Reverse Effect (cape)
80B87B00 5146A0 2024 2.25 H launch speed multiplier for moves with Reverse Effect (cape)
80B87B04 5146A4 2025 7 Minimum knockback to lock characters during DownDamage
80B87B08 5146A8 2026 15 Minimum knockback for longer lock animation
80B87B0C 5146AC 2027 35 Maximum launch angle to lock (only matters on very steep slopes)
80B87B10 5146B0 2028 1.5 Electric Hitlag Constant
80B87B14 5146B4 2029 80 Time spent in paralyze hitlag
80B87B18 5146B8 2030 0.05 Time spent in paralyze hitlag multiplier?
80B87B1C 5146BC 2031 14 Paralyze effect hitlag for opponent
80B87B20 5146C0 2032 55 Minimum KB before tripping is possible when hit
80B87B24 5146C4 2033 11 Total damage from outside sources per hit while grabbed to cause grab break
80B87B28 5146C8 2034 10 Total damage from outside sources while grabbed to cause a grab break
80B87B2C 5146CC 2035 50 KB threshold for screen shaking (weak)
80B87B30 5146D0 2036 70 KB threshold for screen shaking (strong)
80B87B34 5146D4 2037 9 Damage difference threshold for clanking
80B87B38 5146D8 2038 0.3 Rebound pushback formula: (((damage * [2038]) + [2039]) * [2040]) + [2041]. First constants control rebound duration.
80B87B3C 5146DC 2039 3
80B87B40 5146E0 2040 0.007
80B87B44 5146E4 2041 0.5
80B87B48 5146E8 2042 0.4 Repeat from start of this table? Presumably for Subspace
80B87B4C 5146EC 2043 10
80B87B50 5146F0 2044 21
80B87B54 5146F4 2045 32
80B87B58 5146F8 2046 0.785398
80B87B5C 5146FC 2047 37
80B87B60 514700 2048 60
80B87B64 514704 2049 88
80B87B68 514708 2050 0.03
80B87B6C 51470C 2051 8.3
80B87B70 514710 2052 0.5
80B87B74 514714 2053 0.174533
80B87B78 514718 2054 0.8
80B87B7C 51471C 2055 1.22173
80B87B80 514720 2056 1.91986
80B87B84 514724 2057 0.3
80B87B88 514728 2058 18
80B87B8C 51472C 2059 0.384615
80B87B90 514730 2060 4
80B87B94 514734 2061 0.75
80B87B98 514738 2062 4
80B87B9C 51473C 2063 2
80B87BA0 514740 2064 2.25
80B87BA4 514744 2065 7
80B87BA8 514748 2066 15
80B87BAC 51474C 2067 35
80B87BB0 514750 2068 1.5
80B87BB4 514754 2069 80
80B87BB8 514758 2070 0.05
80B87BBC 51475C 2071 14
80B87BC0 514760 2072 55
80B87BC4 514764 2073 11
80B87BC8 514768 2074 10
80B87BCC 51476C 2075 50
80B87BD0 514770 2076 70
80B87BD4 514774 2077 9
80B87BD8 514778 2078 0.3
80B87BDC 51477C 2079 3
80B87BE0 514780 2080 0.007
80B87BE4 514784 2081 0.5

Global? Int IC-Basics

Memory Address OverlayCommon Offset IC# Default Value Label
80B87BE8 514788 22001 230 Lower angle threshold for meteor smash range
80B87BEC 51478C 22002 310 Upper angle threshold for meteor smash range
80B87BF0 514790 22003 100 Minimum damage to use the DamageFlyRoll knockback animation
80B87BF4 514794 22004 8 Odds of 2nd type of getting-hit GFX
80B87BF8 514798 22005 7 Max amount of times projectiles can be reflected
80B87BFC 51479C 22006 230 Repeat from start of this table??
80B87C00 5147A0 22007 310
80B87C04 5147A4 22008 100
80B87C08 5147A8 22009 8
80B87C0C 5147AC 22010 7

Float IC-Basics

Int IC-Basics

Memory Address OverlayCommon Offset IC# Default Value Name
80B88E60 515A00 23030 8 Read on left/right input on joystick on ground (unsure of what it does)
80B88E64 515A04 23031 2 Dash/Turn Input Window??
80B88E68 515A08 23032 6 Dashdance window? (allows Turn2 for 6 frames at the start of a dash)
80B88E6C 515A0C 23033 15 Foxtrot window? (allows Dash from Dash on this frame and later)
80B88E70 515A10 23034 5
80B88E74 515A14 23035 4 Tap Jump Input Window??
80B88E78 515A18 23036 3 Fall->Jump...??
80B88E7C 515A1C 23037 4 SpotDodge Input Window
80B88E80 515A20 23038 4 Roll Input Window
80B88E84 515A24 23039 4 FastFall Input Window
80B88E88 515A28 23040 5
80B88E8C 515A2C 23041 4 SDI Input Window
80B88E90 515A30 23042 30 Caped reversed control time (minus 5)
80B88E94 515A34 23043 3 Reversal Window (B reversals)
80B88E98 515A38 23044 4
80B88E9C 515A3C 23045 20 Turnaround B Window
80B88EA0 515A40 23046 6 Platform Drop/Edge Drop Input Window
80B88EA4 515A44 23047 3 Ledgesnap Duration
80B88EA8 515A48 23048 360 Ledge Hang Timer
80B88EAC 515A4C 23049 300
80B88EB0 515A50 23050 30 Frames between Ledgegrabs
80B88EB4 515A54 23051 23 Ledge Invincibility
80B88EB8 515A58 23052 16 Tech Window
80B88EBC 515A5C 23053 40 Tech Fail Window
80B88EC0 515A60 23054 6 Tech WallJump Input Window
80B88EC4 515A64 23055 5 Tech WallJump Input Window?
80B88EC8 515A68 23056 14 Tech->Tech WallJump Window
80B88ECC 515A6C 23057 60 Trip???
80B88ED0 515A70 23058 240 Trip AutoStand Timer
80B88ED4 515A74 23059 600 Random Trip Timer from dashing. Also Lay AutoStand Timer?
80B88ED8 515A78 23060 60
80B88EDC 515A7C 23061 4
80B88EE0 515A80 23062 80 Crouch
80B88EE4 515A84 23063 2 This * Int(damage taken) is the percent chance that Smashball is dropped when hit
80B88EE8 515A88 23064 30
80B88EEC 515A8C 23065 60
80B88EF0 515A90 23066 120
80B88EF4 515A94 23067 4 Point Difference when behind to get free final smash (Pity Final Smash)
80B88EF8 515A98 23068 5 Minimum Points that must be earned (by anyone) in a match for Pity Final Smashes to be handed out.
80B88EFC 515A9C 23069 130 WallJump Timer
80B88F00 515AA0 23070 3
80B88F04 515AA4 23071 5 Walljump Startup
80B88F08 515AA8 23072 4 Walljump Air Mobility Delay
80B88F0C 515AAC 23073 8 Footstool?
80B88F10 515AB0 23074 180 Wallcling Timer
80B88F14 515AB4 23075 60 Time between wallclings
80B88F18 515AB8 23076 8 Minimum Shield Hold Time
80B88F1C 515ABC 23077 4
80B88F20 515AC0 23078 4 Powershield Window
80B88F24 515AC4 23079 4 Window to drop shield after powershield to get interrupts
80B88F28 515AC8 23080 8 Shield Drop Lag
80B88F2C 515ACC 23081 3 Dash Attack -> Grab Window
80B88F30 515AD0 23082 3 TurnRun -> Pivot Grab Window
80B88F34 515AD4 23083 16 Grabbed?
80B88F38 515AD8 23084 30 Grab Jump Break
80B88F3C 515ADC 23085 90 First part of the grab break formula
80B88F40 515AE0 23086 8 How many frames of invincibility you have after a throw
80B88F44 515AE4 23087 10800 Frames after touching the ground until KO ownership is lost
80B88F48 515AE8 23088 26 Frame you can interrupt hitstun with an aerial
80B88F4C 515AEC 23089 14 Frame you can interrupt hitstun with an airdodge
80B88F50 515AF0 23090 4
80B88F54 515AF4 23091 4
80B88F58 515AF8 23092 15
80B88F5C 515AFC 23093 15
80B88F60 515B00 23094 3 Frames after hitlag before you can hit the floor in tumble
80B88F64 515B04 23095 1
80B88F68 515B08 23096 40
80B88F6C 515B0C 23097 18
80B88F70 515B10 23098 60
80B88F74 515B14 23099 16
80B88F78 515B18 23100 60
80B88F7C 515B1C 23101 240 Frames spent in respawn plat
80B88F80 515B20 23102 120 Frames of invincibility exiting respawn plat
80B88F84 515B24 23103 45 Read on exiting respawn plat (unsure of what it does)
80B88F88 515B28 23104 3 Number of frames entering buried state
80B88F8C 515B2C 23105 8 Read when entering buried state (unsure of what it does)
80B88F90 515B30 23106 16 Read when exiting frozen state (number of frames on exit?)
80B88F94 515B34 23107 30
80B88F98 515B38 23108 8
80B88F9C 515B3C 23109 8 How many frames of falling from JumpStart in water
80B88FA0 515B40 23110 4 Read when surfacing water (unsure of what it does)
80B88FA4 515B44 23111 20 Number of frames between ripples in water when swimming
80B88FA8 515B48 23112 240 Swimming Time
80B88FAC 515B4C 23113 150 Flailing Time
80B88FB0 515B50 23114 10 Read when going from swim to flail (unsure of what it does)
80B88FB4 515B54 23115 100 Read when going from swim to flail (usnure of what it does)
80B88FB8 515B58 23116 20 Stamina match effective damage
80B88FBC 515B5C 23117 70 Stamina match effective damage after death
80B88FC0 515B60 23118 2
80B88FC4 515B64 23119 150
80B88FC8 515B68 23120 28
80B88FCC 515B6C 23121 240
80B88FD0 515B70 23122 4
80B88FD4 515B74 23123 14 Frames of intangibility after breaking out of Yoshi's egg lay
80B88FD8 515B78 23124 6 HeavyItem Smash Throw Input
80B88FDC 515B7C 23125 8 Item Smash Throw Input Window
80B88FE0 515B80 23126 5 Dash attack item catch window
80B88FE4 515B84 23127 5 Aerial Item Catch
80B88FE8 515B88 23128 5 Picking up Item?
80B88FEC 515B8C 23129 8
80B88FF0 515B90 23130 70 Regular item drop chance constant. Drop chance = damage taken / 70
80B88FF4 515B94 23131 2
80B88FF8 515B98 23132 5 Item..
80B88FFC 515B9C 23133 16
80B89000 515BA0 23134 6
80B89004 515BA4 23135 100
80B89008 515BA8 23136 5
80B8900C 515BAC 23137 5
80B89010 515BB0 23138 6
80B89014 515BB4 23139 20
80B89018 515BB8 23140 2 ItemLegsDash
80B8901C 515BBC 23141 2
80B89020 515BC0 23142 2 Dragoon part drop probability = 2*Int(Damage taken) / 100
80B89024 515BC4 23143 15 this * 0? added to base damage for Dragoon drop. Useless?
80B89028 515BC8 23144 120
80B8902C 515BCC 23145 30
80B89030 515BD0 23146 1
80B89034 515BD4 23147 20
80B89038 515BD8 23148 780 Curry effect duration
80B8903C 515BDC 23149 5 Frames between Curry flames
80B89040 515BE0 23150 450
80B89044 515BE4 23151 6 Hammer something
80B89048 515BE8 23152 10
80B8904C 515BEC 23153 800
80B89050 515BF0 23154 120
80B89054 515BF4 23155 60
80B89058 515BF8 23156 120
80B8905C 515BFC 23157 15 How many frames of time is added when you press A with a Golden Hammer
80B89060 515C00 23158 50
80B89064 515C04 23159 600
80B89068 515C08 23160 120
80B8906C 515C0C 23161 480
80B89070 515C10 23162 180
80B89074 515C14 23163 780
80B89078 515C18 23164 80
80B8907C 515C1C 23165 780
80B89080 515C20 23166 4 Strength of Timer's slowdown effect
80B89084 515C24 23167 720
80B89088 515C28 23168 120
80B8908C 515C2C 23169 60
80B89090 515C30 23170 15
80B89094 515C34 23171 8
80B89098 515C38 23172 2
80B8909C 515C3C 23173 6
80B890A0 515C40 23174 15
80B890A4 515C44 23175 5 Swimming...
80B890A8 515C48 23176 4
80B890AC 515C4C 23177 3
80B890B0 515C50 23178 4
80B890B4 515C54 23179 4