Welcome to Data Crystal's new home! Data Crystal is now part of the TCRF family (sort of).
The wiki has recently moved; please report any issues in Discord. Pardon the dust.

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

From Data Crystal
Jump to navigation Jump to search
No edit summary
Line 14: Line 14:
| 0x300
| 0x300
| Player 2 data (see upcoming notes about PlayerData struct)
| Player 2 data (see upcoming notes about PlayerData struct)
|-
| 0xFF8600
| 0x80
| Player 1 Object data (see upcoming notes about ObjectData struct)
|-
| 0xFF8600
| 0x80
| Player 2 Object data (see upcoming notes about ObjectData struct)
|-
|-
| 0xFFA5FA
| 0xFFA5FA

Revision as of 17:52, 18 July 2023

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 Object data (see upcoming notes about ObjectData struct)
0xFF8600 0x80 Player 2 Object data (see upcoming notes about ObjectData struct)
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
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
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