Instance Slots

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These slots determine what files and resources are loaded.
Note: The forbidden 7 and extra characters, like the Alloys, Warioman, Giga Bowser, Etc, DO have Instance Slots, but the Forbidden 7 do not ALL have Character Slots

IDs

Slot ID->Internal Name
Slot Name
0x0 MARIO
0x1 DONKEY
0x2 LINK
0x3 SAMUS
0x4 YOSHI
0x5 KIRBY
0x6 FOX
0x7 PIKACHU
0x8 LUIGI
0x9 CAPTAIN
0xa NESS
0xb KOOPA
0xc PEACH
0xd ZELDA
0xe SHEIK
0xf POPO
0x10 NANA
0x11 MARTH
0x12 GAMEWATCH
0x13 FALCO
0x14 GANON
0x15 WARIO
0x16 METAKNIGHT
0x17 PIT
0x18 SZEROSUIT
0x19 PIKMIN
0x1a LUCAS
0x1b DIDDY
0x1c POKETRAINER
0x1d POKELIZARDON
0x1e POKEZENIGAME
0x1f POKEFUSHIGISOU
0x20 DEDEDE
0x21 LUCARIO
0x22 IKE
0x23 ROBOT
0x24 PRAMAI
0x25 PURIN
0x26 MEWTWO
0x27 ROY
0x28 DR_MARIO
0x29 TOONLINK
0x2a TOONZELDA
0x2b TOONSHEIK
0x2c WOLF
0x2d DIXIE
0x2e SNAKE
0x2f SONIC
0x30 GKOOPA
0x31 WARIOMAN
0x32 ZAKOBOY
0x33 ZAKOGIRL
0x34 ZAKOCHILD
0x35 ZAKOBALL
0x36 MARIOD

Data

Memory Locations and Data Types
Data Type Memory Offset Resource Type Example Data/Notes
Module Filename 80AD80A0 long offset 80B0A400->"ft_mario.rel"
Moveset Filename 80AD7E40 long offset 80B09BE0->"mario/FitMario.pac"
Kirby Hat Filename 80AD7F1C long offset 80B0A010->"kirby/FitKirbyMario.pac"
Subaction Count 80AD874C long Appears to be unused
Action Count 80AD8828 long Appears to be unused
Kirby Hat Data 80AD7FF8 byte(0/1/2) 0: No Kirby Hat
1: One Kirby Hat.pac per Kirby color
2: One Kirby Hat.pac
Entry Data 80AD8030 byte(0/1/2) 0: No Entry .pac
1: One Entry .pac
2: One Entry.pac per color"
Entry Article Data 80AD8904 long Unknown, but has something to do with Entry.pacs
Sound Bank 80AD89E0 long Loads this sound bank when this character is loaded
Load Flags 80AD8B98 byte Refer to http://opensa.dantarion.com/wiki/Load_Flags
Results Data 80AD8068 byte(0/1/2) 0: No Results.pac
1: One Results.pac
2: One Results.pac per color
IC-Constants 80B0B240 long Refer to http://opensa.dantarion.com/wiki/IC-Constants
Costume Flags 80AD817C short flags +01: Unknown (G&W is the only one who doesn't have this bit set)
+02: Has Color 00
+04: Has Color 01
+08: Has Color 02
+10: Has Color 03
+20: Has Color 04
+40: Has Color 05
+80: Has Color 06
+100: Has Color 07
+200: Has Color 08
+400: Has Color 09
+800: Has Color 10
+1000: Has Color 11
This information does not add CSS Icons or anything. This makes it so that the game will ATTEMPT to load these files if the css tries to load color X.

Runtime Data

Data Start Address Description
.pac Pointers 80B87FD0 long unk
long unk2
long unk3
module accessers 80B8932C long offset
classInfo 80B87E00 long offset