Absolome
Smash Cadet
The Project
The Smashboards Community Symbol Map is an attempt to aggregate knowledge about the functions in melee 1.02's code by assigning symbol names to as many of the functions as possible. This helps future coders easily find the functions they need while also opening up knowledge about many previously-unknown functions.
I'm sure tons of people have spent time finding the same functions, the addresses of which end up lost somewhere in their notes. My hope is to get those functions in this topic and put together into one symbol map that can be used and updated by the community.
What is the symbol map?
The symbol map is a list used by Dolphin which highlights functions in the ASM code of the game. By default this map lists some of the Gamecube's system functions, but everything else is given randomly assigned names like "zz_0abc123_". Dolphin allows us to easily right click on a function and change the symbol name, making it much easier to remember what each function does. Most tools relating to the symbol map are in debug dolphin's "symbols" menu.
How You Can Help
Post the functions you've found! When posting a function, format it as "FirstAddress - ___XY_NameOfFunction - Notes" (where XY are the first two letters of your username/tag, this helps me find who added what so that I can ask questions if need be)
Example:
0x80034110 - ___Ab_GetCharacterDataPointer - r3 = player number, returns pointer address to that player's character data table
Please be sure all functions posted are from a vanilla 1.02 copy of melee!
Even if you know only a little bit about a function, post it. Knowing when a function is called or what data it is accessing can be a huge step towards deciphering its purpose. We don't NEED the parameters that are used in the function, but if you know them please add them to the notes.
Here's a simple picture guide you're unfamiliar
note: functions with "___$" as their prefix are those that are just about 100% confirmed in their purpose and can be used with relative certainty that they do what they say. I will probably change this notation later.
More detailed function info should eventually end up here: https://docs.google.com/spreadsheets/d/1JX2w-r2fuvWuNgGb6D3Cs4wHQKLFegZe2jhbBuIhCG8/edit#gid=19
Download + Setup
Smashboards CSM v0.3: http://www.mediafire.com/download/ow8j2z1lhf5p8t4/GALE01_CSMv03.map
v0.3
v0.2
v0.1
- Re-organized prefixes (meant to do this last night but ran out of time)
- Gave every function dolphin names by default a "SYS_" prefix, this is likely temporary but helps keep things organized while I'm running through renaming symbols.
v0.2
- Added around 1000 new functions thanks to achilles
- Cleaned up a ton of annoying overlapping artifacted functions
- Updated tons of symbol names
v0.1
- CSM created
Named functions in this version: 1317
.text
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8001c2d8 0000012c 8001c2d8 0 _$_wP_CheckForPikminData?
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80034110 0000007c 80034110 0 ___ac_PlayerBlock_LoadDataPointer
8003418c 0000008c 8003418c 0 ___ac_PlayerBlock_LoadSubcharDataPointer
80034418 0000009c 80034418 0 ___wP_WriteToDamage
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80034e8c 00000098 80034e8c 0 ___Ab_Death_Unknown_2
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80035184 00000098 80035184 0 ___ac_PlayerBlock_Load
80035320 0000009c 80035320 0 ___Ab_Death_InitPercentExplodeAnim?
800353bc 00000090 800353bc 0 ___ac_PlayerBlock_Load_0xAC
8003544c 0000009c 8003544c 0 ___ac_PlayerBlock_Load_0xAC_if0x00=2
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800355e0 0000007c 800355e0 0 ___ac_PlayerBlock_StoreNameTagSlot#
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8008737c 00000028 8008737c 0 ___ac_DeathStarUpwardCheck
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800873cc 00000028 800873cc 0 ___ac_AS_Rebirth/RebirthWait_CheckIfInState
800873f4 00000028 800873f4 0 ___ac_EntryOrEntryWaitASCheck
80087454 0000000c 80087454 0 cGame::GetGameTime
80087460 0000000c 80087460 0 DrawableCharacter::GetAnimController
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80089228 00000078 80089228 0 ___ac_Damage_DamageStale
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8008a4d4 00000170 8008a4d4 0 ___ac_Interrupt_AS_Wait
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8008ae30 000000dc 8008ae30 0 ___ac_AS_045_Jab2Again?
8008af0c 00000134 8008af0c 0 ___ac_AS_045_Jab2
8008b194 000000b4 8008b194 0 ___ac_AS_046_Jab3
8008b4d4 00000074 8008b4d4 0 ___ac_AS_050_AttackDash
8008b788 0000014c 8008b788 0 ___ac_AS_053/054_Mid/LowMid_FTilt
8008ba38 00000060 8008ba38 0 ___ac_AS_056_UpTilt
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803a660c 00000148 803a660c 0 ___fk_ConstructStringzz_03a660c_
803a6b98 00000454 803a6b98 0 ___ac_MenuTextDrawSome
803a746c 00000084 803a746c 0 ___ac_Nametag_DrawOrDisableOnScreen
803a947c 00000020 803a947c 0 IFFifoAlloc
803ac2d4 0000000c 803ac2d4 0 glSetRasterStateDefaults
803ac334 0000000c 803ac334 0 FEAudio::ResetRandomVoiceToggleSFX
This goes into your Maps folder for Dolphin, which is usually stored in:Windows: /users/(name)/documents/Dolphin Emulator/Maps
Mac: /users/(name)/library/application support/dolphin/Maps
(the mac location is hidden, you'll have to get their via Go -> Go to folder. Mac dolphin seems to be a bit buggy about renaming symbols, and lists them in an odd order on the sidebar. I'd recommend just loading dolphin in a windows partition.
Just copy/paste GALE01.map into /Maps and hit Symbols -> Load Symbol Map when you have melee open in debug mode. It may ask if you want to replace GALE01.map, IF YOU HAVE ANY SYMBOLS NAMED ALREADY, BACK UP YOUR OLD .map FILE.
note: some of the functions named (all of those with the "20XXTE" prefix) are functions written during the 20XXTE initialization. They will likely be blank in a completely vanilla melee file.
Contributors!
(Ab) Absolome
(DS) Dan Salvato
(fk) flieskiller
(wP) wParam
(ss) savestate
(ac) achilles1515
To do
(Ab) Absolome
(DS) Dan Salvato
(fk) flieskiller
(wP) wParam
(ss) savestate
(ac) achilles1515
To do
- Decide on official naming scheme and update current symbols to more readable forms
- Double check that TE is not editing any of the ways in which a normal symbol map would behave
- Clean up/Proofread/Edit this post
- Test wP's functions, make sure they're correct
- Add custom symbols for 20XXTE, System Funcs, etc., to the map manually
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