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

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Chip tiny.png 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 :
  • 80XX : register 0
  • 81XX : register 1
  • etc.
  • 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 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 :

  • 4 : button B
  • 5 : button A
  • 6 : button C
  • 8 : button X
  • 9 : button Y
  • 10 : button Z