Expand description
A single game of Super Smash Brothers Melee.
The mutable/immutable distinction is essentially an artifact of the underlying Arrow library. You’ll only encounter mutable data if you’re parsing live games.
Modules§
- Immutable (fully-parsed) game data.
- Mutable (in-progress) game data.
- Melee’s internal string encoding.
Structs§
- Container for raw bytes of
Start
&End
events. - Information about the end of the game.
- Binary blob of Gecko codes in use.
- Information about the match a game belongs to.
- Netplay name, connect code, and Slippi UID.
- Information about each player such as character, team, stock count, etc.
- Player placements.
- Slippi quirks that we need to track for round-trip integrity.
- Major & minor scene numbers.
- Information used to initialize the game such as the game mode, settings, characters & stage.
- Information about the team a player belongs to.
- Information about the “Universal Controller Fix” mod.
Enums§
- Dashback fix type.
- How the game ended.
- The language the game is set to.
- How a player is controlled.
- A slot that can be occupied by a player.
- Shield drop fix type.
Constants§
- Since ICs are unique mechanically, sometimes we need to treat them specially.
- Some modes allow more characters than ports, e.g. Cruel Melee.
- How many ports the game supports.