320 bytes only, that's probably the max used.jedpossum wrote:Not surprised this code was in SSF2Turbo. Since the game itself wants to treat inputs the same way as cps1 sf2 games.
Code: Select all
001D98: 41F9 0070 8FB0 lea $708fb0.l, A0 001D9E: 43F9 0091 0000 lea $910000.l, A1 001DA4: 3E3C 00C8 move.w #$c8, D7 001DA8: 20D9 move.l (A1)+, (A0)+ 001DAA: 20D9 move.l (A1)+, (A0)+ 001DAC: 51CF FFFA dbra D7, $1da8 001DB0: 4E75 rts
I need to think up a decent way to move the gfx data in the right order using the 'last sprite pointer' write action and copying the sprite gfx ram in reverse, and adding the end of sprite list marker. Then we need a crack to fix the game protection :/