These are the parts of my notes from when I was hacking ssbm 1.0 that look possibly useful. Uploaded to http://madewokherd.nfshost.com/ssbm_notes.txt Do whatever you want with this information. But do send me an email if it's anything cool (madewokherd@gmail.com). This is everything that looks possibly useful I have about the "secondary enable code" madness: Loading function: 80018218: 7C0903A6 r26 - parameters +F=Level +13=P1 Character +1B=P2 Chatacter backend function: 8016DD28 r3 - SCHEME, 80458C90 for Melee f01=Timer counts UP f02=Show Timer f04=+1 Player Layout f08=+2 Player Layout f10=+4 Player Layout f20=Stock Mode f40=Coin Mode f60=Bonus Mode f80=DO NOT USE 1f01=Friendly Fire 1f02=Unknown 1f04=Unknown (on in 1P Classic) 1f08=Don't Load Music 1f10=Announcer doesn't say "Go!" 1f20=Announcer doesn't say "Ready" 1f40=Unknown 1f80=Unknown 2f01=Score Display 2f02=Unknown (on when opponents in 1P classic?) 2f04=Show Player Damage 2f08=Show "Score-1" and "Score+1" 2f10=No Pause 2f20=Single-Button Mode 2f40=Unknown 2f80=Unknown 3f01=Allow manipulation of view on pause 3f02=Timer continues running while paused 3f04=Hide Pause screen (you can still pause, but you have a much clearer view) 3f08=Show L+R+A+Start on Pause screen 3f10=Enable L+R+A+Start 3f20=Show Z(retry) on Pause screen 3f40=Enable Z(retry) 3f80=Unknown (on in 1P Classic, except in bounuses) +4=Flags?=76 4f02=on in 1P Classic 4f04=on in 1P Classic 4f08=on in 1P Classic where opponents? 4f10=on in 1P Classic where opponents? 4f20=on in 1P Classic 4f40=on in 1P Classic 5f40=No Character Interaction(Pokemon Battle Mode) 5f80=1P (bonus--no opponents) mode? +6=Flags 40=Sudden Death Bomb Drops 7b=Unknown +8=Unknown=00 (01 in 1P Classic) 9b=Unknown=00 Ab=Unknown=00 Bb=Item Frequency (FF=off, 0-4=very low to very high) +C=Self Destruct Score Change(1-byte) Db=Unknown=6E Eh=Level 10w=Timer(in seconds, 00000000=infinite?) +14=Unknown=00000000 18w=Unknown=00000000 +1C=Unknown=00000000 +20=Item Switch(8 bytes) +28=Unknown=00000000 2Cf=Camera Shakiness(float*1.0) 30f=Damage Ratio(float*1.0) 34f=Game Speed(float*1.0, Lightning=1.25, Slow-Mo=.5) +38=Pointer A (called every frame) Camera=80164A60 Turns off automatic camera movement? Fixed Camera, Targets=80164A88 +3C=Pointer B Camera=80164A60 Turns off camera movement on pause? Training=801B1204 Turns off camera movement on pause? +40=Pointer C Camera=8016B534 Nothing? +44=Pointer D (called on game start only) Camera=801A24B4 show camera instructions overlay Stamina Mode=801B8B80 Nothing? Race to Finish=8017BCB8 Classic Master Hand=8017BBE8 Mushroom Kingdom, Underground Maze, Kirby Team, Pokemon Team, Icicle Mountain, Adventure Multi-man=8017BD04 10-Man=8018144C Event 1-9??!=801BB278 HRC=80180C90 Demo=80182334 +48=Pointer E Camera=801A2350 +4C=Pointer F Camera=801A239C +50=Pointer G Grab Trophies=8017BC6C Code Red=8017BD98 Adventure Bowser=8017DBF4 All-Star Heal=801B4DB8 +54=Pointer H Classic Team, Mushroom Kingdom, Underground Maze, Kirby Team, Pokemon Team, Icicle Mountain, Adventure Multi-Man, All-Star G&W=804694C0 +58=Pointer I (team stock stack?) All-Star Heal=804696A0 +5C=Unknown=00000000 +60=P1 Character +61=P1 Control Type +62=P1 Stock +63=P1 Color +64=P1 Controller +65=P1 Unknown=FF +66=P1 ?! +67=P1 Subcolor +68=P1 Handicap +69=P1 Team (color?) +6A=P1 Name Entry +6B=P1 voice? 6Cf01=P1 Stamina 6Cf02=P1 No Voice 6Cf04=P1 Low Gravity 6Cf08=P1 Invisible 6Cf10=P1 Black Character Icon 6Cf20=P1 Metal 6Cf40=P1 Start the match on a floaty spawn platform 6Cf80=P1 Turn on rumble feature +6D=P1 Unknown=00 +6E=P1 Unknown=04 +6F=P1 CPU Level +70=P1 Unknown=0000 +72=P1 Starting %Damage(2-byte) +74=P1 Starting HP(2-byte) +76=P1 Unknown=0000 +78=P1 Attack Power Multiplier(float) +7C=P1 Attacked Power Multiplier(float) +80=P1 Size (Normal=1.0, Giant=1.8, Tiny=.35) +84=P2 Character +86=P2 Stock +AA=P3 Stock +CE=P4 Stock +F2=P5 Stock +116=P6 Stock +1A8=P1 Character +1A9=P1 Control Type +1AB=P1 Color +1B0=P1 Handicap +1B7=P1 CPU Level +1CC=P2 Character +2F0=P1 Character +2F1=P1 Control Type +2F3=P1 Color +2F8=P1 Handicap +2FF=P1 CPU Level +314=P2 Character enable code: 557E0000 60000000 00000000 857E0000 60000000 00400001 057E0004 38BCFFF8 057E002C 4A8381F4 0401821C 497C7DE8 057E0030 90010004 057E00FC 4A98DC34 0416DD2C 49672304 character mod (any version): 057E0008 380000?? 057E000C 981A0013 057E0034 380000?? 057E0038 98030060 Here are sections of notes for things I did that, though they're not very useful, at least illustrate how to use the AR conditionals for things they was NEVER meant to do: !2, 20, 40, 80 Level joker: 7A469140 00000010 If Z, do next two lines 3847E6BF 00000008 If &8, do next line 8047E6BF 000000F7 Subtract 8 3A469140 00000020 If R, do next line 3847E6BF 00000020 If &20, do next line 3847E6BF 00000000 Skip 1 8047E6BF 00000020 Add 20 3A469140 00000400 If X, do next line 3847E6BF 00000040 If &40, do next line 3847E6BF 00000000 Skip 1 8047E6BF 00000040 Add 40 3A469140 00000800 If Y, do next line 3847E6BF 00000080 If &80, do next line 3847E6BF 00000000 Skip 1 8047E6BF 00000080 Add 80 Onett+Z -> Beta Stage Fountain of Dreams+X -> Adventure "Code Red" Level Poke Floats+YX -> Goomba Trophy Pokemon Stadium+RXY -> Entei Trophy Big Blue+RXY -> Majora's Mask Flat Zone+R -> Adventure Mushroom Kingdom (freezes at Yoshi area) Battlefield+R -> Adventure Underground Maze (freezes in link battle areas) Yoshi's Story+X -> Pokemon Stadium (all poke balls) Corneria+X -> Corneria (lots of arwings) Onett+X -> F-Zero Adventure Stage Fourside+X -> Race to the Finish Mushroom Kingdom 2+X -> Home Run Contest Old Yoshi+ZX -> All Star Mode Between Matches Mushroom Kingdom+X -> Snag The Trophy Stage Peach's Castle+RXY -> Venom (event match) Onett+RXY -> Corneria (event match) Mute City+RXY -> F-Zero (event match) Yoshi's Island+RXY -> Pokemon Stadium (event match) Fountain of Dreams+R -> C.Falcon Target Test Pokemon Stadium+R -> Young Link Target Test Onett+ZR -> Mario Target Test Peach's Castle+R -> DK Target Test Kongo Jungle+R -> Dr. Mario Target Test Brinstar+R -> Falco Target Test Corneria+R -> Fox Target Test Yoshi's Story+R -> Ice Climber Target Test Onett+R -> Kirby Target Test Mute City+R -> Bowser Target Test Rainbow Cruise+R -> Link Target Test Jungle Japes+R -> Luigi target Test Great Bay+R -> Marth Target Test Hyrule Temple+R -> Mewtwo Target Test Brinstar Depths+R -> Ness Target Test Yoshi's Island+R -> Peach Target Test Green Greens+R -> Pichu Target Test Fourside+R -> Pikachu Target Test Mushroom Kingdom+R -> Jigglypuff Target Test Mushroom Kingdom 2+R -> Samus Target Test Old Yoshi+ZR -> Sheik Target Test Venom+R -> Yoshi Target Test Poke Floats+R -> Zelda Target Test Big Blue+R -> Game & Watch Target Test Icicle Mountain+R -> Roy Target Test 1.1 Extra code for testing (adds function for L and D-Pad Up buttons--it should be possible to replace the function of Z with D-Pad up if it works out better) 5429-GZFW-EAVNB F26Z-XN6M-59FPR UN48-7XRD-BFZPZ JHP3-3KJK-TRQQC J4V6-2B67-P2QX3 XNRN-DHK8-Z3BZQ TM1H-RHCT-YH8MV Onett+Z - Beta Stage Someone with 1.0 had a problem with this freezing too. Never happened here though. :/ Kongo+L Pokemon Stadium+U Old Yoshi+ZX - All-star between matches It's never selected another terrain like that for me before...odd... Poke Floats+UX Onett+ZR - Mario's Target Test I had a problem with this one when I was using some different numbers... Kongo+LR Pokemon Stadium+UR Um... Brinstar Depths+R -> Ness Target Test is what I have on my list.. Brinstar+ZR -> You might have noticed that I never used Brinstar with the Z button. That's because the Z button ANDs the current level with F7. The Brinstar level is 06. 06 AND F7 is 06. So it shouldn't have any effect. Are you sure Brinstar+ZR is working and Brinstar+R isn't? Old Yoshi+ZR -> Sheik Target Test Um, according to the digits on gscentral.com, Old Kongo+ZR should be Yoshi's target test :/ Ok, it may be that some of the levels have actually been switched around. So. 1.1 level joker (untested): 7A46A428 00000010 If Z, do next two lines 3847F9A7 00000008 If &8, do next line 8047F9A7 000000F7 Subtract 8 3A46A428 00000020 If R, do next line 3847F9A7 00000020 If &20, do next line 3847F9A7 00000000 Skip 1 8047F9A7 00000020 Add 20 3A46A428 00000400 If X, do next line 3847F9A7 00000040 If &40, do next line 3847F9A7 00000000 Skip 1 8047F9A7 00000040 Add 40 3A46A428 00000800 If Y, do next line 3847F9A7 00000080 If &80, do next line 3847F9A7 00000000 Skip 1 8047F9A7 00000080 Add 80 7A46A428 00000040 If L, do next two lines 3847F9A7 00000004 If &4, do next line 8047F9A7 000000FC Subtract 4 7A46A428 00000008 If D-Up, do next two lines 3847F9A7 00000002 If &8, do next line 8047F9A7 000000FE Subtract 2 1.2 level joker (untested): 7A46B108 00000010 If Z, do next two lines 38480687 00000008 If &8, do next line 80480687 000000F7 Subtract 8 3A46B108 00000020 If R, do next line 38480687 00000020 If &20, do next line 38480687 00000000 Skip 1 80480687 00000020 Add 20 3A46B108 00000400 If X, do next line 38480687 00000040 If &40, do next line 38480687 00000000 Skip 1 80480687 00000040 Add 40 3A46B108 00000800 If Y, do next line 38480687 00000080 If &80, do next line 38480687 00000000 Skip 1 80480687 00000080 Add 80 PAL level joker (untested): 7A45BF10 00000010 If Z, do next two lines 3847148F 00000008 If &8, do next line 8047148F 000000F7 Subtract 8 3A45BF10 00000020 If R, do next line 3847148F 00000020 If &20, do next line 3847148F 00000000 Skip 1 8047148F 00000020 Add 20 3A45BF10 00000400 If X, do next line 3847148F 00000040 If &40, do next line 3847148F 00000000 Skip 1 8047148F 00000040 Add 40 3A45BF10 00000800 If Y, do next line 3847148F 00000080 If &80, do next line 3847148F 00000000 Skip 1 8047148F 00000080 Add 80 I'm not sure how this worked, but you can bet it came with a 30-page manual when it did: 4A469140 00000004 If D-Pad Down, do next two lines D2469140 00000004 Wait for NOT D-Pad Down 38010101 00000000 NEVER do next line B8010101 00000000 NEVER do next row 0A469140 00000804 If Y do next line 80458CFC 00000008 Add 8 to Status 0A469140 00000404 If X do next line 80458CFC 000000FF Subtract 1 from Status 0A469140 00000204 If B do next line 84451122 00000032 Add 50 to HP 0A469140 00000024 If R do next line 8447E730 00355553 Add 1.0 to size 0A469140 00000014 If Z do next line 8447E730 FFFAAAAC Subtract 0.1 from size 0A469140 00000104 If A 8047E858 00000010 Add 0x10 to character 00000000 40000000 End Row Here's a section about how I learned the limitations of the AR, when I was still trying to control everything possible in-game with jokers: lines allowed: 75 lines used by all-purpose codes: 60 lines used by fixes: 10 lines left: 5