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

References

Ra-Bits: Collection Project Thread