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debug.txt
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768 lines (659 loc) · 10.7 KB
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0x80548400
.alias zero = 0x0 #0x00000000 = 0
.alias nearZeroPositive = 0x4 #0x3727C5ac = 1.0E-5
.alias nearZeroNegative = 0x8 #0xB727C5AC = -1.0E-5
.alias minusOne = 0xC #0xBF800000 = -1
.alias half = 0x10 #0x3FE00000 = 0.5
Bubble Colours
.alias vulnerable = 0x40
.alias grabInvulnerable = 0x44
.alias invincible = 0x48
.alias intangible = 0x4C
#game renderers
.alias grabbox = 0x50
.alias shieldbox = 0x54
.alias reflectorbox = 0x58
.alias absorberbox = 0x5C
.alias searchbox = 0x60
.alias hitboxList = 0x64
.alias hitboxListLength = 8
#stageRendering
.alias notCollidableAlpha = 0x90
.alias superSoftAlpha = 0x91
.alias normalAlpha = 0x92
.alias passableFloorColour = 0x94
.alias solidFloorColour = 0x98
.alias ledgeColour = 0x9C
.alias ceilingColour = 0xA0
.alias nonWalljumpableWallColour = 0xA4
.alias walljumpableWallColour = 0xA8
#$80548420
.alias CylinderPosAttr = 0x100 #originally in melee at 803B9DA0
.alias CylinderNrmAttr = 0x240 #originally in melee at 803b9ec0
.alias CylinderPosList = 0x340 #originally in melee at 803b9f20
.alias CylinderPosListSize = 0xA0
#$805486F0
.alias HemiSpherePosAttr = 0x400 #originally in melee at 0x803b9940
.alias HemiSphereNrmAttr = 0x5A0 #originally in melee at 803B9AE0
.alias HemiSpherePosList = 0x740 #originally in melee at 0x803b9c80
.alias HemiSpherePosListSize= 0x120
.alias MessageObject = 0x87C
.alias WriterX0 = 0x880
.alias WriterY0 = 0x884
.alias WriterX1 = 0x888
.alias WriterY1 = 0x88C
.alias initYOffset = 0x890
.alias yoffsetEach = 0x894
.alias scaleX = 0x898
.alias scaleY = 0x89C
.alias portPos = 0x8A0
.alias actionPos = 0x8A4
.alias subactionPos = 0x8A8
.alias framePos = 0x8AC
.alias mainPortString = 0x8B0
.alias nanaPortString = 0x8B4
.alias actionString = 0x8B9
.alias subactionString = 0x8CD
.alias frameString = 0x8DB
.alias actionOffsetList = 0x900
.alias actionStrings = 0xD60 #-> 0x1640
CylinderPosAttr 0x100 = originally in melee at 803B9DA0 (size 0x120)
E000 0000 3FFF
E001 E783 3B20
E000 0000 C001
0000 0000 C001
2000 0000 C001
E001 C4E0 E783
E001 E783 C4E0
E001 D2BF D2BF
E000 187D C4E0
0000 187D C4E0
1FFF 187D C4E0
1FFF 187D 3B20
E000 187D 3B20
E000 2D41 2D41
0000 187D 3B20
E001 C001 0000
0000 E783 C4E0
0000 D2BF D2BF
2000 D2BF D2BF
2000 E783 C4E0
E000 2D41 D2BF
0000 2D41 D2BF
1FFF 2D41 D2BF
0000 C4E0 E783
0000 C001 0000
2000 C001 0000
2000 C4E0 E783
0000 2D41 2D41
1FFF 3B20 187D
1FFF 2D41 2D41
0000 E783 3B20
0000 0000 3FFF
2000 0000 3FFF
2000 E783 3B20
2000 D2BF 2D41
2000 C4E0 187D
E000 3B20 E783
0000 3B20 E783
1FFF 3B20 E783
1FFF 4000 0000
E001 C4E0 187D
E001 D2BF 2D41
0000 D2BF 2D41
0000 C4E0 187D
E000 3B20 187D
E000 4000 0000
0000 4000 0000
0000 3B20 187D
E000 4000 0000
0000 4000 0000
0000 3B20 187D
CylinderNrmAttr 0x240 = originally in melee at 803b9ec0
0000 0000 FFC0
0000 0018 FFC5
0000 0018 003B
0000 FFD3 FFD3
0000 FFE8 FFC5
0000 002D FFD3
0000 FFC0 0000
0000 FFC5 FFE8
0000 002D 002D
0000 0000 0040
0000 FFE8 003B
0000 003B FFE8
0000 FFD3 002D
0000 FFC5 0018
0000 0040 0000
0000 003B 0018
9800 452C 0F2D
0E2F 0F2D 0E2E
0E24 0B25 0B14
0515 0508 0109
0102 0003 0006
0410 0407 0311
0305 0717 070F
0618 0628 0D2B
0D29 0C2A 0C01
0A1E 0A00 091F
090C 020E 020D
081B 082C 0F1B
082F 0F1D 082F
0F1C 0F2E 0E27
0E25 0B26 0B15
0516 0509 010A
0103 0004 0010
0413 0411 0312
0317 071A 0718
0619 062B 0D23
0D2A 0C22 0C1E
0A21 0A1F 0920
090E 020B 021B
081D 0800 0000
0000 0000 0000
0000 0000 0000
0000 0000
CylinderPosList 0x340 #originally in melee at 803b9f20
9800 452C 0F2D
0E2F 0F2D 0E2E
0E24 0B25 0B14
0515 0508 0109
0102 0003 0006
0410 0407 0311
0305 0717 070F
0618 0628 0D2B
0D29 0C2A 0C01
0A1E 0A00 091F
090C 020E 020D
081B 082C 0F1B
082F 0F1D 082F
0F1C 0F2E 0E27
0E25 0B26 0B15
0516 0509 010A
0103 0004 0010
0413 0411 0312
0317 071A 0718
0619 062B 0D23
0D2A 0C22 0C1E
0A21 0A1F 0920
090E 020B 021B
081D 0800 0000
0000 0000 0000
0000 0000 0000
0000 0000
HemiSpherePosAttr 0x400 = originally in melee at 0x803b9940
29CF 2D41 1151
2000 2D41 1FFF
29CF E783 29CF
0000 C4E0 187D
1151 3B20 1151
1151 D2BF 29CF
0000 D2BF 2D41
16A0 187D 36A0
0000 187D 3B20
095F C4E0 16A0
0000 3B20 187D
095F 3B20 16A0
1151 2D41 29CF
0000 2D41 2D41
29CF 187D 29CF
36A0 187D 16A0
2D41 0000 2D41
3B20 0000 187D
36A0 E783 16A0
16A0 3B20 095F
2000 D2BF 1FFF
29CF D2BF 1151
16A0 C4E0 095F
1151 C4E0 1151
0000 0000 3FFF
187D 0000 3B20
16A0 E783 36A0
0000 E783 3B20
0000 3B20 E783
0000 2D41 D2BF
0000 187D C4E0
0000 0000 C001
0000 E783 C4E0
0000 D2BF D2BF
0000 C4E0 E783
095F 3B20 E960
1151 2D41 D631
16A0 187D C960
187D 0000 C4E0
16A0 E783 C960
1151 D2BF D631
095F C4E0 E960
1151 3B20 EEAF
1FFF 2D41 E000
29CF 187D D631
2D41 0000 D2BF
29CF E783 D631
1FFF D2BF E000
1151 C4E0 EEAF
0000 4000 0000
187D 3B20 0000
16A0 3B20 F6A1
2D41 2D41 0000
29CF 2D41 EEAF
3B20 187D 0000
36A0 187D E960
4000 0000 0000
3B20 0000 E783
3B20 E783 0000
36A0 E783 E960
2D41 D2BF 0000
29CF D2BF EEAF
0000 C000 0000
187D C4E0 0000
16A0 C4E0 F6A1
0000 0000 0000
0000 0000 0000
0000 0000 0000
0000 0000 0000
0000
HemiSphereNrmAttr 0x5A0 = originally in melee at 803B9AE0
29C7 2D49 114E
1FF9 2D49 1FF9
29CD E77B 29CD
0000 C4DC 1875
114B 3B24 114B
114E D2B7 29C7
0000 D2B7 2D38
169F 1885 369D
0000 1885 3B1D
095C C4DC 1699
0000 3B24 1875
095C 3B24 1699
114E 2D49 29C7
0000 2D49 2D38
29CD 1885 29CD
369D 1885 169F
2D41 0000 2D41
3B20 0000 187D
369D E77B 169F
1699 3B24 095C
1FF9 D2B7 1FF9
29C7 D2B7 114E
1699 C4DC 095C
114B C4DC 114B
0000 0000 4000
187D 0000 3B20
169F E77B 369D
0000 E77B 3B1D
0000 3B24 E78B
0000 2D49 D2C8
0000 1885 C4E3
0000 0000 C000
0000 E77B C4E3
0000 D2B7 D2C8
0000 C4DC E78B
095C 3B24 E967
114E 2D49 D639
169F 1885 C963
187D 0000 C4E0
169F E77B C963
114E D2B7 D639
095C C4DC E967
114B 3B24 EEB5
1FF9 2D49 E007
29CD 1885 D633
2D41 0000 D2BF
29CD E77B D633
1FF9 D2B7 E007
114B C4DC EEB5
0000 4000 0000
1875 3B24 0000
1699 3B24 F6A4
2D38 2D49 0000
29C7 2D49 EEB2
3B1D 1885 0000
369D 1885 E961
4000 0000 0000
3B20 0000 E783
3B1D E77B 0000
369D E77B E961
2D38 D2B7 0000
29C7 D2B7 EEB2
0000 C000 0000
1875 C4DC 0000
1699 C4DC F6A4
0000 0000 0000
0000 0000 0000
0000 0000 0000
0000 0000 0000
0000
HemiSpherePosList 0x720 #originally in melee at 0x803b9c80
98 00 75
0B 0B 04
04 0C 0C
01 01 07
07 0E 0E
19 19 10
10 1A 1A
02 02 05
05 14 14
09 09 14
14 17 17
15 15 17
17 16 16
17 17 3E
3E 09 09
03 03 05
05 06 06
1A 1A 1B
1B 19 19
18 18 07
07 08 08
0C 0C 0D
0D 0B 0B
0A 0A 0B
0B 31 31
04 04 31
31 13 13
32 32 00
00 34 34
0F 0F 36
36 11 11
38 38 12
12 3A 3A
15 15 3C
3C 16 16
3F 3F 3E
3E 3F 3F
40 40 3F
3F 3D 3D
3C 3C 3B
3B 3A 3A
39 39 38
38 37 37
36 36 35
35 34 34
33 33 32
32 33 33
31 31 33
33 2A 2A
35 35 2B
2B 37 37
2C 2C 39
39 2D 2D
3B 3B 2E
2E 3D 3D
2F 2F 40
40 30 30
3E 3E 30
30 29 29
30 30 28
28 2F 2F
27 27 2E
2E 26 26
2D 2D 25
25 2C 2C
24 24 2B
2B 23 23
2A 2A 23
23 31 31
23 23 1C
1C 24 24
1D 1D 25
25 1E 1E
26 26 1F
1F 27 27
20 20 28
28 21 21
29 29 22
22 3E 3E
98 00 0C
15 15 14
14 12 12
02 02 11
11 10 10
0F 0F 0E
0E 00 00
01 01 13
13 04 04
00 00 00
00 00 00
00 00 00
00 00 00
00 00 00
00 00 00
00 00 00
00 00 00
E0 00 00 00
ACTION NAMES LIST
Offset List = 0x900
Data List = 0xD60 -> 0x1640
// these are what you'd modify
const startOffset = 0x00000D60;
// put an action name on each line
const actions = `
Wait
Walk
WalkBrake
Dash
Run
RunBrake
Turn1
Turn2
TurnRun
TurnRunBrake
JumpSquat
Jump
JumpAerial
Multijump
Fall
FallAerial
FallSpecial
Squat
SquatWait
SquatF
SquatB
SquatRv
LandingHeavy
LandingLight
LandingLagAerialAttack
LandingFallSpecial
GuardOn
Guard
GuardOff
GuardDamage
EscapeN
EscapeF
EscapeB
EscapeAir
Rebound
Rebound2
Jab
RapidJab
AttackDash
AttackS3
AttackHi3
AttackLw3
AttackS4Start
AttackS4Hold
AttackS4S
AttackLw4Start
AttackLw4Hold
AttackLw4
AttackHi4Start
AttackHi4Hold
AttackHi4
AerialAttack
Catch
CatchPull
CatchDash
CatchWait1f
CatchTurn
CatchWait
CatchAttack
CatchCut
Throw
CaptureWait
CaptureWaitHi
CaptureDamage
CaptureCut
CaptureJump
Thrown
GroundHit
AirHitLand
Hitstun
HitGround
HitWall
HitCeiling
DamageFall
HitGroundTumble
HitWallTumble
HitCeilingTumble
DownWait
DownEat
DownFoward
DownStand
DownForward
DownAttack
DownBound
DownDamage
ShieldBreak
ShieldBreakBound
ShieldBreakBound
FuraFuraStart
FuraFura
FuraFuraEnd
FuraSleepStart
FuraSleepLoop
FuraSleepEnd
DekuNutStun
Passive
PassiveStand
PassiveWall
PassiveWallJump
PassiveCeil
RunIntoWall
HitHeadOnWall
Walljump
WallclingStart
WallclingWait
WallclingEnd
WallclingEnd
WallclingJump
Footstool
GetFootstooled
FootstoolStand
GetFootstooledAirStart
GetFootstooled2
Pass
CliffCatchStart
CliffCatch
CliffWait
CliffAttack
CliffClimb
CliffEscape
CliffJumpStart
CliffJumpEnd
Ottotto
OttottoWait
EdgeSlip
FireTether
TetherAiming
TetherGrabbingStage
TetherRise
GlideStart
GlideDirection
GlideLanding
GlideAttack
GlideEnd
Slip
SlipDown
SlipTurn
SlipDash
SlipWait
SlipStand
SlipAttack
SlipEscapeF
SlipEscapeB
LadderClimb
LadderWait
GrabItem
GrabHeavyItem
ThrowItem
ThrowItemRun
ThrowHeavyItem
NeutralSwingItem
TiltSwingItem
SmashSwingItemWindup
SmashSwingItem
SmashSwingItemCharge
DashSwingItem
ItemScrewJump
ItemScrewAerialJump
ItemScrewFall
ItemAssist
SwimFall
SwimRise
SwimDamage
Swim
SwimF
SwimEnd
SwimTurn
SwimJumpSquat
SwimDrown
SwimDrownOut
Death
Respawn
SpringJump
EatenByFishOnSummit
CaptureChomp
CaptureFalconDive
BeingInhaled
CaptureInhale
CaptureMonkeyFlip
DarkDiveGrabbed
FlameChokeGroundGrabbed
FlameChokeAirGrabbed
FlameChokeAirPlummetingGrabbed
FlameChokeScramble
EggImminent
CaptureEgg
CaptureFlyingSlam
CaptureMasterHand
Unloaded
Appeal
AppealSmash
Entrance
Victory
Loss
SpecialN
SpecialS
SpecialHi
SpecialLw
Final
`.split('\n');
// gets rid of first and last empty lines
actions.pop()
actions.shift()
let totalOffset = 0;
let outMap = {};
let outByteString = '';
let outOffsetString = '';
for (const action of actions) {
//outMap[action] = '0x' + (startOffset + totalOffset).toString(16).padStart(8, '0');
if(action.length > 1) {
for (const char of action) {
outByteString += char.charCodeAt(0).toString(16).padStart(2, '0');
}
outOffsetString += (startOffset + totalOffset).toString(16).padStart(8, '0')
outOffsetString += '\n'
totalOffset += action.length + 1;
outByteString += '00';
outByteString += '\n';
}
else
{
outOffsetString += '00000000'
outOffsetString += '\n'
}
}
//console.log(JSON.stringify(outMap, null, 2));
console.log("as hex bytes:");
console.log(outOffsetString)
console.log(outByteString);