
Mario

Var(0) = Option: Turn
Var(1) = Option: Invincibility Time
Var(2) = Option: Damage Motion
Var(3) = Option: Power Meter
Var(4) = Option: Guard
Var(5) = Option: Voice
Var(6) = 
Var(7) = 
Var(8) = 
Var(9) = 

Var(10) = Jump Stage
Var(11) = Invincibility Time
Var(12) = GethitVar(Damage)
Var(13) = Thrown Chain Count
Var(14) = Vanish Cap Timer
Var(15) = Stateno
Var(16) = PrevStateno
Var(17) = Prev PrevStateno
Var(18) = Gametime
Var(19) = General Time

Var(20) = Temp Var
Var(21) = Temp Var
Var(22) = Temp Var
Var(23) = Temp Var
Var(24) = Temp Var
Var(25) = Temp Var
Var(26) = Temp Var
Var(27) = Temp Var
Var(28) = Temp Var
Var(29) = Temp Var

Var(30) = 
Var(31) = 
Var(32) = 
Var(33) = 
Var(34) = 
Var(35) = 
Var(36) = 
Var(37) = 
Var(38) = 
Var(39) = 

Var(40) = 
Var(41) = 
Var(42) = 
Var(43) = 
Var(44) = 
Var(45) = 
Var(46) = 
Var(47) = 
Var(48) = 
Var(49) = 

Var(50) = 
Var(51) = 
Var(52) = 
Var(53) = 
Var(54) = 
Var(55) = 
Var(56) = 
Var(57) = 
Var(58) = 
Var(59) = AI

Fvar(0) = AttackMul
Fvar(1) = 
Fvar(2) = 
Fvar(3) = 
Fvar(4) = 
Fvar(5) = 
Fvar(6) = 
Fvar(7) = 
Fvar(8) = 
Fvar(9) = 

Fvar(10) = Temp Fvar
Fvar(11) = Temp Fvar
Fvar(12) = Temp Fvar
Fvar(13) = Temp Fvar
Fvar(14) = Temp Fvar
Fvar(15) = Temp Fvar
Fvar(16) = Temp Fvar
Fvar(17) = Temp Fvar
Fvar(18) = Temp Fvar
Fvar(19) = Temp Fvar

Fvar(20) = 
Fvar(21) = 
Fvar(22) = 
Fvar(23) = 
Fvar(24) = 
Fvar(25) = 
Fvar(26) = 
Fvar(27) = 
Fvar(28) = 
Fvar(29) = 

Fvar(30) = 
Fvar(31) = 
Fvar(32) = 
Fvar(33) = 
Fvar(34) = 
Fvar(35) = 
Fvar(36) = 
Fvar(37) = 
Fvar(38) = 
Fvar(39) = Previous Round Result

SysVar(0) = Common
SysVar(1) = Common
SysVar(2) = Common
SysVar(3) = 
SysVar(4) = 

SysFvar(0) = 
SysFvar(1) = 
SysFvar(2) = 
SysFvar(3) = 
SysFvar(4) = 

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Helper

Var(0) = 
Var(1) = 
Var(2) = 
Var(3) = 
Var(4) = 
Var(5) = 
Var(6) = 
Var(7) = 
Var(8) = 
Var(9) = 

Var(10) = Temp Var
Var(11) = Temp Var
Var(12) = Temp Var
Var(13) = Temp Var
Var(14) = Temp Var
Var(15) = Temp Var
Var(16) = Temp Var
Var(17) = Temp Var
Var(18) = Temp Var
Var(19) = Temp Var

Var(20) = 
Var(21) = 
Var(22) = 
Var(23) = 
Var(24) = 
Var(25) = 
Var(26) = 
Var(27) = 
Var(28) = 
Var(29) = 

Var(30) = 
Var(31) = 
Var(32) = 
Var(33) = 
Var(34) = 
Var(35) = 
Var(36) = 
Var(37) = 
Var(38) = 
Var(39) = 

Var(40) = 
Var(41) = 
Var(42) = 
Var(43) = 
Var(44) = 
Var(45) = 
Var(46) = 
Var(47) = 
Var(48) = 
Var(49) = 

Var(50) = 
Var(51) = 
Var(52) = 
Var(53) = 
Var(54) = 
Var(55) = 
Var(56) = 
Var(57) = 
Var(58) = 
Var(59) = 

Fvar(0) = 
Fvar(1) = 
Fvar(2) = 
Fvar(3) = 
Fvar(4) = 
Fvar(5) = 
Fvar(6) = 
Fvar(7) = 
Fvar(8) = 
Fvar(9) = 

Fvar(10) = Temp Fvar
Fvar(11) = Temp Fvar
Fvar(12) = Temp Fvar
Fvar(13) = Temp Fvar
Fvar(14) = Temp Fvar
Fvar(15) = Temp Fvar
Fvar(16) = Temp Fvar
Fvar(17) = Temp Fvar
Fvar(18) = Temp Fvar
Fvar(19) = Temp Fvar

Fvar(20) = 
Fvar(21) = 
Fvar(22) = 
Fvar(23) = 
Fvar(24) = 
Fvar(25) = 
Fvar(26) = 
Fvar(27) = 
Fvar(28) = 
Fvar(29) = 

Fvar(30) = 
Fvar(31) = 
Fvar(32) = 
Fvar(33) = 
Fvar(34) = 
Fvar(35) = 
Fvar(36) = 
Fvar(37) = 
Fvar(38) = 
Fvar(39) = 

SysVar(0) = 
SysVar(1) = 
SysVar(2) = 
SysVar(3) = 
SysVar(4) = 

SysFvar(0) = 
SysFvar(1) = 
SysFvar(2) = 
SysFvar(3) = 
SysFvar(4) = 

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Stateno

13 = Crawling
60 = Side Flip
61 = Side Flip (Reverse)
62 = Backflip
70 = Long Jump
71 = Long Jump Land
80 = Air Wall Collision (Unused State)
81 = Wall Kick
82 = Ground Wall Collision (Unused State)
101 = Skid
102 = Dash Turnaround
170 = Lose
175 = Draw
180 = Win
190 = Intro
195 = Intro - Previous Round: LoseKO
196 = Intro - Previous Round: Lose
197 = Intro - Previous Round: Draw
198 = Intro - Previous Round: Win
199 = Intro - Previous Round: WinKO
200 = First Punch
210 = Second Punch
220 = Ground Kick
230 = Jump Kick
240 = Breakdance
250 = Dive
251 = Dive Land
252 = Rollout
260 = Slide Kick
261 = Slide Kick Land
270 = Ground Pound
271 = Ground Pound Land
278 = Bowser Throw - Punch
279 = Normal Throw - Punch
280 = Normal Throw - Lift
286 = Normal Throw - Target: Thrown
287 = Target: Force Release
288 = Normal Throw - Target: Launched
289 = Normal Throw - Target: Lifted
290 = Bowser Throw
298 = Bowser Throw - Target: Launched
299 = Bowser Throw - Target: Grabbed
310 = Box
311 = Box - Stand / Walk
312 = Box - Throw
319 = Helper: Box
3000 = Metal Cap
3010 = Vanish Cap
3020 = Wing Cap
4010 = Enter Door
4020 = Exit Door
4040 = Taunt (Waving)
4050 = Taunt (Sleep)
4051 = Wake Up
4150 = Taunt (Victory Sign Dance)
4260 = Taunt (windemoAold)
5150 = Dead
5151 = Dying
5400 = Damage
5410 = Damage Land
5700 = Shock
5750 = On Fire
15000 = Helper: Power Meter
17000 = Lose - Dying
17500 = Draw - Missing Cap
18000 = Win - Star Get
18010 = Win - Course Clear / Get Key
18500 = Win - Staff Roll
19000 = Intro - Appear From Above
19010 = Intro - Jump Out Of The Pipe
19500 = Intro - Ejected From Painting
19600 = Intro - Stuck In Ground
19700 = Intro - Tiptoe
19710 = Intro - Ledge Grab
19800 = Intro - Sparkle
42731 = Helper Deletion State

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Helper ID

310 = Box
15000 = Power Meter

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Explod ID

4010 = Enter Door
5750 = On Fire
19010 = Intro - Jump Out Of The Pipe
19011 = Intro - Jump Out Of The Pipe

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Proj ID

310 = Box
3000 = Metal Cap
3020 = Wing Cap

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Channel

1 = General
2 = Voice
3 = Hit Sound / Guard Sound
4 = Skid
5 = Footsteps / Jump / Land / Wall Kick

10 = BGM

20 = Helper - General

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SprPriority

-5 = Dust
8 = Effect
64 = Power Meter
1996 = Enter Door
