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

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{{rammap}}
Work in Progress
Work in Progress


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This is a map of 68k memory as used by the main gameplay engine.
This is a map of 68k memory as used by the main gameplay engine.


{| border="1" class="prettytable"
{| class="wikitable" style="margin:auto"
!RAM offset||Size||Description
!RAM offset||Size||Description
|-
|-
| $FFFCE4
| 0xFF8000
| Word
| 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.)
|-
| <code>0xFFFCE4</code>
| 2
| Random value (used by the random number generator at 0x5AA)
| Random value (used by the random number generator at 0x5AA)
|-
|-
| $FFFCE6
| 0xFFFCE6
| Byte
| 1
| Difficulty, from 0 (easiest) to 7 (hardest)
| Difficulty, from 0 (easiest) to 7 (hardest)
|-
|-
| $FFFCE7
| 0xFFFCE7
| Byte
| 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
| 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
|}
|}
[[Category:RAM maps]]

Latest revision as of 21:22, 28 January 2024

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