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Super Street Fighter II: The New Challengers (Genesis)/RAM map: Difference between revisions
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m (Hawk moved page Super Street Fighter II: The New Challengers/RAM map to Super Street Fighter II: The New Challengers (Genesis)/RAM map) |
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(7 intermediate revisions by 2 users not shown) | |||
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{{rammap}} | |||
Work in Progress | Work in Progress | ||
Line 17: | Line 18: | ||
| 0xFF8600 | | 0xFF8600 | ||
| 0x80 | | 0x80 | ||
| Player 1 | | Player 1 projectile data (see upcoming notes about ObjectData struct) | ||
|- | |- | ||
| 0xFF8680 | | 0xFF8680 | ||
| 0x80 | | 0x80 | ||
| Player 2 | | Player 2 projectile data (see upcoming notes about ObjectData struct) | ||
|- | |- | ||
| 0xFF8700 | | 0xFF8700 | ||
Line 46: | Line 47: | ||
| | | | ||
| | | | ||
|- | |||
| 0xFF97E0 | |||
| 2 | |||
| Stage identifier | |||
|- | |- | ||
| 0xFF9A0A | | 0xFF9A0A | ||
| 32 (*4) | | 32 (*4) | ||
| Palettes buffer | | Palettes buffer | ||
|- | |||
| 0xFF9FAA | |||
| 512 | |||
| SAT buffer | |||
|- | |||
| 0xFFA1AA | |||
| | |||
| | |||
|- | |- | ||
| 0xFFA5FA | | 0xFFA5FA | ||
Line 66: | Line 79: | ||
* etc. | * etc. | ||
* 92XX : register 18 | * 92XX : register 18 | ||
|- | |||
| 0xFFFCB4 | |||
| 8 (*5) | |||
| Hiscore table : 5 entries of 8 bytes: | |||
* bytes 0 to 3 is score, Binary Coded Decimal | |||
* bytes 4 to 7 is name, ASCII | |||
|- | |- | ||
| 0xFFFC31 | | 0xFFFC31 | ||
Line 82: | Line 101: | ||
| 1 | | 1 | ||
| Free Time : limit time if 0, no limit if 0xFF | | Free Time : limit time if 0, no limit if 0xFF | ||
|- | |||
| 0xFFFCE8 | |||
| 1 | |||
| Super Mode : 0 = Normal, 0xFF = Expert | |||
|- | |||
| 0xFFFCE9 | |||
| 1 | |||
| Game Speed : 00 = slowest, increments by 2 up to 08 = fastest | |||
|- | |- | ||
| 0xFFFD04 | | 0xFFFD04 |
Latest revision as of 21:22, 28 January 2024
The following article is a RAM map for Super Street Fighter II: The New Challengers (Genesis).
Work in Progress
Main System Memory Locations
This is a map of 68k memory as used by the main gameplay engine.
RAM offset | Size | Description |
---|---|---|
0xFF8000 | 0x300 | Player 1 data (see upcoming notes about PlayerData struct) |
0xFF8300 | 0x300 | Player 2 data (see upcoming notes about PlayerData struct) |
0xFF8600 | 0x80 | Player 1 projectile data (see upcoming notes about ObjectData struct) |
0xFF8680 | 0x80 | Player 2 projectile data (see upcoming notes about ObjectData struct) |
0xFF8700 | ||
0xFF8750 | ||
0xFF87A0 | ||
0xFF87F0 | ||
0xFF8840 | 0x50 (*48) | |
0xFF94C0 | ||
0xFF97E0 | 2 | Stage identifier |
0xFF9A0A | 32 (*4) | Palettes buffer |
0xFF9FAA | 512 | SAT buffer |
0xFFA1AA | ||
0xFFA5FA | 1 | 0xFF if VInt was processed, 0 else |
0xFFBCCA | 8 | Used for collisions |
0xFFFC00 | 38 | VDP registers values, format :
|
0xFFFCB4 | 8 (*5) | Hiscore table : 5 entries of 8 bytes:
|
0xFFFC31 | 7 | Current page in banks (0xFFFC31 for bank 1, 0xFFFC32 for bank 2, etc.) |
0xFFFCE4
|
2 | Random value (used by the random number generator at 0x5AA) |
0xFFFCE6 | 1 | Difficulty, from 0 (easiest) to 7 (hardest) |
0xFFFCE7 | 1 | Free Time : limit time if 0, no limit if 0xFF |
0xFFFCE8 | 1 | Super Mode : 0 = Normal, 0xFF = Expert |
0xFFFCE9 | 1 | Game Speed : 00 = slowest, increments by 2 up to 08 = fastest |
0xFFFD04 | 6 | Player 1 keys, in the order LP, MP, HP, LK, MK, HK
Values are :
|