========= [WEAPONS] ========= 3 attack levels: level 0 - no timing level 1 - timed from range A to Y, range Z to B level 2 - timed from range Y to Z byte 1 level 1 range A - timing span start from frame A byte 2 level 2 range Y - from frame Y byte 3 level 2 range Z - to frame Z byte 4 level 1 range B - timing span end at frame B 3A438A Unarmed (Mar) 00 08 0E 16 3A438E Unarmed (Toa) 00 0A 10 24 3A4392 Unarmed (Bow) 00 10 18 24 3A4396 Unarmed (Gen) 00 18 1E 38 3A439A Unarmed (Mal) 00 0A 10 16 3A439E Hammer 08 0E 14 26 3A43A2 Froggie Stick 08 12 18 24 3A43A6 Nok Nok Shell 14 19 1F 24 3A43AA Punch Glove 04 08 0E 16 3A43AE Finger Shot 08 10 16 1A 3A43B2 Cymbals 04 05 0B 1E 3A43B6 Chomp 28 32 38 3C 3A43BA Masher 08 0E 14 26 3A43BE Chomp Shell 28 32 38 3C 3A43C2 Super Hammer 08 28 2E 32 3A43C6 Hand Gun 08 18 1E 22 3A43CA Whomp Glove 02 0A 10 16 3A43CE Slap Glove 00 0A 10 24 3A43D2 Troopa Shell 14 19 1F 24 3A43D6 Parasol 05 08 0E 18 3A43DA Hurly Gloves 0C 18 1E 24 3A43DE Double Punch 06 1A 20 24 3A43E2 Ribbit Stick 08 12 18 24 3A43E6 Spiked Link 28 32 38 3C 3A43EA Mega Glove 06 0C 12 1A 3A43EE War Fan 00 02 08 16 3A43F2 Hand Cannon 08 2E 34 40 3A43F6 Sticky Glove 05 0C 12 1A 3A43FA Ultra Hammer 08 0E 14 26 3A43FE Super Slap 08 0A 10 24 3A4402 Drill Claw 00 10 18 24 3A4406 Star Gun 08 18 1E 22 3A440A Sonic Cymbal 04 05 0B 1E 3A440E Lazy Shell 14 19 1F 24 3A4412 Frying Pan 00 04 0A 18 3A4416 Hammer 08 0E 14 26 3A441A Spare 0A 14 1E 28 /////////////////////////////////////////////////////////////////////// ======== [SPELLS] ======== ===for timed hits/spells=== Level 1 timing: triggered between ranges A & Y, and Z & B Level 2 timing: triggered between ranges Y - Z ranges A & B refer to Level 1 timing and yield same damage ranges Y - Z refer to Level 2 timing ===for multiple timed hits/spells=== Ranges are 3 bytes each; bytes 1 and 3 are identical and probably should remain so if modified Byte 1 button can be pressed up to X frames BEFORE hit Byte 3 button must be pressed less than X frames AFTER start (or previous hit for spells that hit 2+ times) \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ JUMP (CE xx 00 xx xx xx) ---- 359305 level 1 range A - 45 frames before end (frame 1 to frame 38) 359307 level 2 range Y - frame 39 359308 level 2 range Z - frame 44 359309 level 1 range B - 45 frames after start (only frame 45) FIRE ORB (D0 xx, 0D xx) -------- 359484 range - 7 frame span between each orb anything less than 3 asphyxiates the code 359491 maximum number of orbs: 18 (0x12) SUPER JUMP (CF xx 00 xx) ---------- 35969D range 1 - 60 frames (jump 1) 3596DE range 2 - 30 frames (jump 2) 3596E9 range 3 - 26 frames (jump 3) 3596F4 range 4 - 22 frames (jump 4) 3596FF range 5 - 18 frames (jump 5) 35970E range 6 - 14 frames (jump 6) 359715 range 7 - 10 frames (jump 7) 359720 range 8 - 8 frames (jump 8) 35972B range 9 - 7 frames (jump 9) 359736 range 10 - 6 frames (jump 10) 359741 range 11 - 5 frames (jump 11) 35974C range 12 - 4 frames (jump 12) 359757 range 13 - 3 frames (jump 13) 359768 range 14 - 2 frames (jump 14-100) 359763 maximum number of jumps: 100 (0x64) due to it's location in the data, the processor doesn't read this value until after 14 jumps have been performed; therefore the value must be above 14 (0x0E) to have any effect if any value specified is above 141 (0x8D) it resets it SUPER FLAME (D0 xx, 0D xx) ----------- 3598D8 range - 7 frame span between each orb 3598E5 maximum number of orbs: 20 (0x14) ULTRA JUMP (CF xx 00 xx) ---------- 359AA6 range 1 - 60 frames (jump 1) 359AD7 range 2 - 50 frames (jump 2) 359AE2 range 3 - 40 frames (jump 3) 359AED range 4 - 30 frames (jump 4) 359AF8 range 5 - 26 frames (jump 5) 359B03 range 6 - 22 frames (jump 6) 359B0E range 7 - 18 frames (jump 7) 359B19 range 8 - 14 frames (jump 8) 359B24 range 9 - 10 frames (jump 9) 359B2F range 10 - 9 frames (jump 10) 359B3A range 11 - 8 frames (jump 11) 359B45 range 12 - 7 frames (jump 12) 359B50 range 13 - 6 frames (jump 13) 359B5B range 14 - 5 frames (jump 14) 359B66 range 15 - 4 frames (jump 15) 359B71 range 16 - 3 frames (jump 16) 359B83 range 17 - 2 frames (jump 17-100) 359B7E maximum number of jumps (0x64) ULTRA FLAME (D0 xx) ----------- 359CF4 range - 7 frame span between each orb 359D01 maximum number of orbs: 18 (0x12) \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ THERAPY (CE xx 00 xx xx xx) ------- 359E47 level 1 range A - 30 frames before end (frame 1 to frame 24) 359E49 level 2 range Y - frame 25 359E4A level 2 range Z - frame 28 359E4B level 1 range B - 30 frames after start (frame 29 to frame 30) GROUP HUG (CE xx 00 xx xx xx) --------- 359E47 level 1 range A - 30 frames before end (frame 1 to frame 24) 359E49 level 2 range Y - frame 25 359E4A level 2 range Z - frame 28 359E4B level 1 range B - 30 frames after start (frame 29 to frame 30) SLEEPY TIME (D3 xx 00 xx) ----------- 35A423 max range - 120 frames after start (0x70) 35A425 maximum number of quarter rotations: 28 (0x1C) COME BACK (CF xx 00 xx) --------- 35A663 level 1 range A - 30 frames before end 35A665 level 1 range B - 30 frames after start MUTE (D3 xx 00 xx) ---- 35A86F max range - 120 frames after start (0x78) 35A871 maximum number of quarter rotations: 26 (0x1A) PSYCH BOMB & BOWSER CRUSH (D2 xx) ------------------------- 35AA15 maximum number of button power-ups: 16 (0x10) (no span between button presses) \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ TERRORIZE (D3 xx 00 xx) --------- 35ACAF max range - 70 frames after start (0x46) 35ACB1 maximum number of quarter rotations: 16 (0x10) L = (+1) L + UL [+ U] = 1 quarter rotation (+2) L + UL + U + UR + R = 2 quarter rotation (+3) L + UL + U + UR + R + DR [+ D] = 3 quarter rotation (+4) L + UL + U + UR + R + DR + D + DL + L = 1 full rotation (+5) Objects in brackets are optional; pressing them does not increase damage POISON GAS (D3 xx 00 xx) ---------- 35AE3A max range - 70 frames after start (0x46) 35AE3C maximum number of quarter rotations: 16 (0x10) CRUSHER (CE xx 00 xx xx xx) ------- 35B09A level 1 range A - 30 frames before end (frame 1 to frame 25) 35B09C level 2 range Y - frame 26 35B09D level 2 range Z - frame 28 35B09E level 1 range B - 30 frames after start (frame 29 to frame 30) \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ GENO BEAM, GENO BLAST, GENO FLASH (D4 xx xx xx xx) --------------------------------- 35B58D level 2 range - 30 frames after initial charge (damage +50%) 35B58E level 3 range - 55 frames after initial charge (damage +75%) 35B58F level 4 range - 80 frames after initial charge (damage +100%) 35B590 charge overflow 105 frames after initial charge (damage +0%) GENO BOOST ---------- 35B9DB ranges - 30 frames GENO WHIRL (CF xx 00 xx) ---------- 35BAE2 ranges - 15 frames \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ THUNDERBOLT ----------- 35BEDA ranges - 30 frames HP RAIN ------- 35BFC6 level 1 range A - 60 frames before end (frame 1 to frame 57) 35BFC8 level 2 range Y - frame 58 35BFC9 level 2 range Z - frame 59 35BFCA level 1 range B - 60 frames after start (only frame 60) (only 2 frames opportunity to trigger level 2) PSYCHOPATH ---------- 35C15E ranges - 30 frames SHOCKER ------- 35C2CA level 1 range A - 30 frames before end (frame 1 to frame 14) 35C2CC level 2 range Y - frame 15 35C2CD level 2 range Z - frame 20 35C2CE level 1 range B - 30 frames after start (frame 21 to frame 30) SNOWY ----- 35C347 max range - 35 frames after start (0x23) 35C349 maximum number of quarter rotations: 8 STAR RAIN --------- 35C3C5 range - 30 frames (all rains) 35C407 maximum number of rains: 16 (0x10)