#                                            			#
# Super Street Fighter 2 TURBO (ASIA 940223)	#
#                                            			#

[general]

GAMENAME    " Super Street Fighter 2 Turbo (Asia 940223) "
DIRECTORY   SSF2TA
PARENT      SSF2
CPSTYPE     CPS2
DATE		1994

#                 #
# The memory map  #
#                 #
[programRegions]

0x000000  0x3FFFFF  MAINROM
0xff0000  0xfFFFFF  MAINRAM

[dataReadByteRegions]

0x000000  0x3FFFFF  MAINROM
0x400000  0x40000b  OBJECTOUTPUT
0x618000  0x619fff  QSOUND1 
0x660000  0x663fff  EXTRARAM 6
0x664000  0x664001  EXTRARAM 7
0x708000  0x709fff  CPS2SPRITERAM   # cps2 sprite ram #
0x70a000  0x70bfff  CPS2SPRITERAM   # cps2 sprite ram #
0x70c000  0x70dfff  CPS2SPRITERAM   # cps2 sprite ram #
0x70e000  0x70ffff  CPS2SPRITERAM   # cps2 sprite ram #
0x800100  0x8001ff  VIDEOPORTS
0x804000  0x804001  INPUTPORT1
0x804010  0x804011  INPUTPORT2
0x804020  0x804021  EEPROM
0x804030  0x804031  MASTERVOLUME
0x804100  0x8041ff  VIDEOPORTS 
0x900000  0x92ffff  VIDEORAM
0xff0000  0xfFFFFF  MAINRAM

[dataReadWordRegions]

0x000000  0x3FFFFF  MAINROM
0x400000  0x40000b  OBJECTOUTPUT
0x618000  0x619fff  QSOUND1
0x660000  0x663fff  EXTRARAM 6
0x664000  0x664001  EXTRARAM 7
0x708000  0x709fff  CPS2SPRITERAM   # cps2 sprite ram #
0x70a000  0x70bfff  CPS2SPRITERAM   # cps2 sprite ram #
0x70c000  0x70dfff  CPS2SPRITERAM   # cps2 sprite ram #
0x70e000  0x70ffff  CPS2SPRITERAM   # cps2 sprite ram #
0x800100  0x8001ff  VIDEOPORTS
0x804000  0x804001  INPUTPORT1
0x804010  0x804011  INPUTPORT2
0x804020  0x804021  EEPROM
0x804030  0x804031  MASTERVOLUME
0x804100  0x8041ff  VIDEOPORTS 
0x900000  0x92ffff  VIDEORAM
0xff0000  0xfFFFFF  MAINRAM


[dataWriteByteRegions]

0x400000  0x40000b  OBJECTOUTPUT
0x618000  0x619fff  QSOUND1
0x660000  0x663fff  EXTRARAM 6
0x664000  0x664001  EXTRARAM 7
0x708000  0x709fff  CPS2SPRITERAM   # cps2 sprite ram #
0x70a000  0x70bfff  CPS2SPRITERAM   # cps2 sprite ram #
0x70c000  0x70dfff  CPS2SPRITERAM   # cps2 sprite ram #
0x70e000  0x70ffff  CPS2SPRITERAM   # cps2 sprite ram #
0x800100  0x8001ff  VIDEOPORTS
0x804040  0x804041  EEPROM
0x8040a0  0x8040a1  EXTRARAM 1 # Unknown (reset once on startup) #
0x8040e0  0x8040e1  EXTRARAM 4 # toggle bit 1 #
0x804100  0x8041ff  VIDEOPORTS
0x900000  0x92ffff  VIDEORAM
0xff0000  0xfFFFFF  MAINRAM

[dataWriteWordRegions]

0x400000  0x40000b  OBJECTOUTPUT
0x618000  0x619fff  QSOUND1
0x660000  0x663fff  EXTRARAM 6
0x664000  0x664001  EXTRARAM 7
0x708000  0x709fff  CPS2SPRITERAM   # cps2 sprite ram #
0x70a000  0x70bfff  CPS2SPRITERAM   # cps2 sprite ram #
0x70c000  0x70dfff  CPS2SPRITERAM   # cps2 sprite ram #
0x70e000  0x70ffff  CPS2SPRITERAM   # cps2 sprite ram #
0x800100  0x8001ff  VIDEOPORTS
0x804040  0x804041  EEPROM
0x8040a0  0x8040a1  EXTRARAM 1 # Unknown (reset once on startup) #
0x8040e0  0x8040e1  EXTRARAM 4 # toggle bit 1 #
0x804100  0x8041ff  VIDEOPORTS 
0x900000  0x92ffff  VIDEORAM
0xff0000  0xfFFFFF  MAINRAM

#            #
# Protection #
#            #
[protection]

# If port(PORT) is read, returns (VALUE) #
PORT    0xff
VALUE   0xffff

#                      #
# Graphics information #
#                      #
[graphics]

# the total size of the graphics roms #
TOTAL 0x1000000

# Path                     Size     Where    #
LOAD8X ssf.13 		   0x200000 0x000000
LOAD8X ssf.15 		   0x200000 0x000002 
LOAD8X ssf.17              0x200000 0x000004 
LOAD8X ssf.19              0x200000 0x000006 
LOAD8X ssf.14 		   0x100000 0x800000
LOAD8X ssf.16 		   0x100000 0x800002 
LOAD8X ssf.18              0x100000 0x800004 
LOAD8X ssf.20              0x100000 0x800006 
LOAD8X sfx.21              0x100000 0xC00000 
LOAD8X sfx.23              0x100000 0xC00002 
LOAD8X sfx.25              0x100000 0xC00004 
LOAD8X sfx.27              0x100000 0xC00006 


#               Number of tiles Base addr   Decode info #
DECODECHARS     0x5000          0x800000    0x000000
DECODESPRITES   0x20000         0x000000    0x000000 0x000000
DECODESCROLL2   0x10000         0x800000    0x000000 0x000000
DECODESCROLL3   0x4000          0x800000    0x800000 0x400000 


#                     #
# program information #
#                     #
[program]

ROMSIZE 0x380000

# Type of load 	path 1  	path 2            Size    Location #
LOADROM16SWAPXOR  sfxa.03c	sfxax.03c      	0x80000 0x000000
LOADROM16SWAPXOR  sfxa.04a	sfxax.04a      	0x80000 0x080000
LOADROM16SWAPXOR  sfxa.05	sfxax.05       	0x80000 0x100000
LOADROM16SWAPXOR  sfxa.06a	sfxax.06a      	0x80000 0x180000
LOADROM16SWAPXOR  sfxa.07	sfxax.07       	0x80000 0x200000
LOADROM16SWAPXOR  sfxa.08	sfxax.08       	0x80000 0x280000                  
LOADROM16SWAP     sfx.09	         	0x80000 0x300000                  

#                                            #
# the list of the roms which must be present #
# to allow the game to work                  #
#                                            #
[verifyRoms]

sfx.01        0xb47b8835
sfx.02        0x0022633f
sfxa.03c      04b9ff34
sfxax.03c     0xc8a664fa
sfxa.04a      0x16ea5f7a
sfxax.04a     0x149d6352
sfxa.05       0x53d61f0c
sfxax.05      0xac169aa9
sfxa.06a      0x066d09b5
sfxax.06a     0xbb60394c
sfxa.07       0xa428257b
sfxax.07      0xe62b1b69
sfxa.08       0x39be596c
sfxax.08      0x7c5fd202
sfx.09        0x642fae3f
sfx.11        0x9bdbd476
sfx.12        0xa05e3aab
sfx.21        0xe32854af
sfx.23        0x760f2927
sfx.25        0x1ee90208
sfx.27        0xf814400f

#                        #
# The game configuration #
#                        #
[configuration]

LAYERCONTROL    0x66                # Layer control port                     #
SCROLL1BASECODE 0x0000              # scroll1 tile base                      #
SCROLL1CODEMASK 0x5000              # scroll1 tile mask(=number of tiles)    #
SCROLL2BASECODE 0x0000              # scroll2 tile base                      #
SCROLL2CODEMASK 0x10000              # scroll2 tile mask(=number of tiles)    #
SCROLL3BASECODE 0x0000              # scroll3 tile base                      #
SCROLL3CODEMASK 0x1000              # scroll3 tile mask(=number of tiles)    #
PRIORITYMASKS   0x68 0x6a 0x6c 0x6e # the ports where to read the priorities #
LAYERENABLE 0x02 0x04 0x08 0x30
FORCESCROLLPRIORITY 0xff            # Hack to fix some priority problems btw #
                                    # scroll2 and 3. The folowing values are #
                                    # valid:                                 #
                                    # 0xff: no hack                          #
                                    # 0x01: scroll3 first. Scroll2 after.    #
                                    # 0x00: scroll2 first  Scroll3 after.    #
FORCESCROLL2ON 1                    # 0=no 1=yes #


[z80]
sfx.01
sfx.02

[samples]
sfx.11 0x200000
sfx.12 0x200000

[End]
 

