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Super Street Fighter II: The New Challengers (Genesis)/RAM map
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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 :
|