Vampire Savior/Reverse Engineering

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RAM

Memory Map

0xFF0000: Start of Main Memory

0x00F026 Background Music Flag
0x018348 No Mix-up Dip Check
0xFF06D8 Activate Intro Sequence in battle
0xFF1E50 Story Mode Stage Select Mirror
0xFF2000 Life Bars Flag
0xFF34F6 Flashing Text Flag
0xFF4496 Flag for Auto-Guard Costumes
0xFF5D99 Character Battle Portrait Value
0xFF34F6 Flashing Text Flag
0xFF5D99 Character Battle Portrait Value
0xFF5DDD PL1 Lifebar X-Coordinate
0xFF5DED PL2 Lifebar display
0xFF5DED PL1 Lifebar background layer
0xFF5DFD PL2 Lifebar display
0xFF6198 Player 1 Character ID Mirror
0xFF6199 Player 2 Character ID Mirror
0xFFF000 Super Bar Flags
0xFFF015 Super Meter Y-Coordinate
0xFF8000 - Test Menu
0x05 Test Menu Cursor Location
0x0B Sound Test Menu Stop
0x09 Config Menu Option Pointer
0x35 Background Color Pointer
0x84 WORD - Debug Flag
0x89 Title Screen Pointer
0x90 Game Region
0x8C Censorship Pointer
0x91 Region Select
0x96 Monitor Y-Axis flip
0x97 Coin Mode
0x98 Continues Enabled
0x99 Demo Sound
0x9A Sound in Stereo or Mono
0xA0 Difficulty Level
0xA1 Damage Level
0xA2 Clock Speed
0xA3 Game Speed Setting
0xA4 Bats per Match
0xA5 Event Mode
0xBB Auto-Guard Free-Select
0xFF8000 - Global Settings
0x05 Fight Transition Sequences
0x09 Arcade Mode Transition Sequences
0x0D HUD Transitions
0x0E Win Quote Timer
0x33 Background Layers Flag
0x35 Background Base Color
0x3A Standing Height mirror - used for air-throw elevation checks.
0x3D HUD Location
0x3F HUD Origin
0x60 PL1 Coin Button Flag
0x61 PL1 & PL2 Start Flag
0x65 Service Button Flag
0x81 Frame counter, running number. counts game ticks (logic frames), not drawn frames
0x8A Time Over Win Indicator
0xAC Game play Scenario - Single or versus
0xB4 Frame counter for drawn frames. might be useful for timing logic without worrying about turbo setting
0xC3 PL1 Coin Counter
0xD4 Random Number Generator Seed
0xD5 Random Number Generator current value
0xD8 Card System Flag
0x100 WORD - Stage Value*
0x107 Jump & Crouch Disarmnent
0x109 Game Clock Value
0x10D Time Over - Lose Indicator
0x10E Total Disarmament Flag - buttons & directions are negated
0x10F Game Pause Flag
0x114 WORD Story Mode Progress
0x116 Frameskip value, used for calculating game battle speed
0x118 FrameSkip indicator, used by value 0xFF
0x120 Match Finish Indicator 1 (0xFF = Perfect)
0x121 Story Mode Opponent Pattern RNG
0x123 Screen / camera shake as a hit-effect
0x124 Background State Flag - credits?
0x12D In-Match, No Active Battle Indicator
0x134 Previous animation frame was skipped Indicator
0x135 First Attack Flag
0x138 Story Mode Length
0x141 Stage Variant Flag
0x145 Not Story Mode Flag
0x15D Disarmament Flag - buttons are negated
0x180 Curtain Flag transition
0x181 Curtain Flag transition
0x1CO LONGWORD, 3-bytes Dips
0x207 Background / foreground mirror
0x208 Background / foreground placement
* Stage Value
Value Result
0x0000 Feast of the Damned
0x0002 Concrete Cave
0x0004 Tower of Arrogance
0x0006 Red Thirst
0x0008 Deserted Cheateu
0x000A Abaraya
0x000C Vanity Paradise
0x000E War Agony
0x0010 Forever Torment
0x0012 Green Scream
0x0014 Iron Horse Iron Terror
0x0016 Fetus of God
0x0018 Game Over
0xFF8280 - Stage / Camera
0x00 Camera/Boundary Activation
0x141 Stage Variant Flag
0x30 16x16 Tile Pointer
0x34 16x16 Tile Pointer
0x40 Camera Top Boundary
0x42 Camera Bottom Boundary
0x44 Camera Left Boundary
0x46 Camera Right Boundary
0xFF8400 - Player-1 Character Select
0xFF8800 - Player-2 Character Select
0x26 Character Select Timer Minutes
0x27 Character Select Timer Seconds
0x39 Character Select restriction Timer
0x42 Start inputs at Random-Select Counter
0x43 Shadow at Random Select Flag
0x44 Start inputs at Portrait Counter
0x45 Shadow at Portrait Flag
0x46 Portraitt ID Cache for Start Input
0x8A Time Out Flag
CPS2 0xFF8400 - Player-1 Match
CPS2 0xFF8800 - Player-2 Match
MIPS 0x8D8400 - Player-1 Match
MIPS 0x8D8800 - Player-2 Match
0x00 Active Flag
0x01 Visibility
0x03 Character Select Cursor Location
0x04 Animation Pointer
0x05 Status 1 *1
0x06 Status 2 *2
0x07 Action Counter
0x0A Jump Type/Ground-Roll Type *3
0x0B Facing Direction/Flip *4
0x0E WORD Palette base
0x10 WORD X Position (Word)
0x12 WORD X Position Float
0x14 WORD Y Position (Word)
0x16 WORD Y Position Float
0x18 Graphic Bank
0x1A Priority / Masking
0x1C LONGWORD Animation Pointer
0x20 Animation Timer
0x21 Animation Initiation Indicator
0x26 Action timer
0x32 WORD - Opponent's RAM Bank Allocation, loaded into register A4
0x34 Character Specific Ram slot. Things like Lilith Dark Force Flag, MO Throw Direction Indicator, MO Jet Dash Indicator, DI Hit Indicator
0x35 Character Specific Ram slot. Things like MO Jet Dash Indicator, DI Hit Indicator
0x36 WORD previous X Location for scenarios that need it. Select pursuits, MO DF Needle Clone, Etc.
0x38 Midair Flag
0x39 Attack Hit Flag
0x40 DWORD X Velocity
0x44 DWORD Y Velocity
0x48 DWORD X Acceleration
0x4A Puppet Show Points
0x4B Puppet Show Points
0x4C DWORD Y Acceleration
0x50 WORD Red Health
0x52 WORD Red + White Health
0x54 Get-Hit Type
0x56 Received Hit Strength
0x5C Hit-Stop Graphic Timer
0x60 LONGWORD Hit-Box Table Pointer
0x64 LONGWORD Hit-Box Scheme Table Pointer
0x68 LONGWORD Hit-Box Scheme Pointer
0x6D Received Hit Flag
0x70 Hit-Box Disarmament Flag
0x80 LONGWORD Head Box Table Pointer
0x84 LONGWORD Body Box Table Pointer
0x88 LONGWORD Foot Box Table Pointer
0x8C LONGWORD Attack Box Table Pointer
0x90 LONGWORD Push Box Table Pointer
0x94 Head Box ID
0x95 Body Box ID
0x96 Foot Box ID
0x97 Push Box ID
0xA6 Anakaris Projectile - Projectile *11
0xA8 Anakaris Projectile - Opponent ID
0xAA WORD Anakaris Projectile - Color Palette
0xAC Projectiles Indicator, for activating Proxy-Block
0xB2 Damage Multiplier Flag *5
0x100 Attack State Indicator (Stand, Crouch, Jet, Etc.) / Throw Type Indicator
0x101 Punch or Kick normal-attack indicator. 2 = Kicks
0x102 Attack Strength Allocation *7
0x103 Towards or back + attack Indicator - Logic for throw direction
0x105 Attacking State Flag
0x106 Special Move Allocation *14
0x109 Meter Stock
0x10A WORD Super Meter Value
0x110 Dark Force Flag
0x111 Dark Force pointer/background
0x113 Forward Dash Flag
0x114 Back Dash Flag
0x115 Dashing Flag
0x116 Corner Indicator, 1 = P1 & 2 = P2
0x117 Throw-Tech Indicator
0x119 Chain Flag
0x11A Renda Flag
0x11B Disable Ground-Roll Flag
0x11D Throw range enabled flag
0x11F K.O. Flag
0x120 Facing Direction Mirror
0x121 Crouching State flag
0x122 button pressed value *8
0x123 direction pressed value *9
0x124 button pressed value
0x125 direction pressed value
0x126 Mash to Escape - Button Indicator
0x127 Mash to Escape - Direction Indicator
0x12A button pressed value
0x12B direction pressed value
0x12C button pressed value
0x12D direction pressed value
0x130 WORD X Distance from Opponent
0x132 WORD Minimum Allowable Distance from Corner
0x136 Flag to unlock the camera for specific moves, like MO K-Throw
0x13A Health Recovery Timer (White Life)
0x143 Throw Invulnerability Timer
0x144 Received Combo Hits Counter
0x145 Received Midair Combo Hits
0x146 Poison Gas Timer
0x147 Invincibility Timer
0x149 Projectile is active - used to limit numerous projectiles
0x14A Morrigan/Lilith Multiple Projectiles
0x14B Sasquatch Penguin Count, Lei-Lei Knife Super Flag & Aqua Spread Active Flag
0x14C Gloomy Puppet Show projectile is on-screen
0x14E Palette Effects & Curse , ES/EX, etc
0x151 Anakaris remaining Jumps
0x152 Anakaris Float-State Timer
0x153 Anakaris Float-State Action Counter
0x154 Specific Special/Super is active - used for enabling proxy-block on select attacks
0x156 WORD Curse Timer
0x15A Time Over Flag
0x15C WORD - Dizzy / Mash to Escape - Timer
0x161 Oboro Fight Flag
0x164 WORD Push-back Timer / Hit-Stun Timer. Occurs after hit-stop graphics
0x167 Cancel Timer
0x168 EX Cancel Timer
0x169 Chain Timer
0x170 Tech Hit Input Counter
0x171 Tech Hit Active State - lasts for 0x10 frames
0x174 Post Reversal timer - used to enable Bishamon & Oboro's Kienzen Special
0x176 WORD - Dark Force Timer
0x179 Remaining Taunts
0x17B Dark Force Flight
0x188 Dark Force Timer Reduction's Frame Counter
0x189 Dark Force Timer Reduction's Primary Variable
0x18A Pursuit & OTG Restriction Timer
0x18D Win Pose Value
0x190 Dark Force Properties Aulbath - Sting Ray state
0x192 Infinite Prevention flag, Chaos Flare
0x197 Double-Jump State
0x198 Dark Force Properties Morrigan/Lilith - No push-back
0x19A Unique Throw State Flag, set on the opponent (MO K-Throw, Etc.)
0x19D Lei-Lei's Anki Hou Counter - Determines the Projectile
0x1A0 Cursed Flag
0x1A2 Dark Force Properties Gallon/Lilith/Demitri
0x1A3 Lei-Lei Pendulum count
0x1A4 Air Combo Vulnerability Timer
0x1AA Anak's Bloody Tears Win-Pose Flag
0x1AB Tech-Hit Timer
0x1B0 WORD Push-block Push-back Timer
0x1B3 Dark Force Startup
0x1B5 Dark Force type-2 (HP+HK)
0x1B6 WORD Attack Hit counter (bp d34c) Count number of hits on opponent
0X1B8 WORD Attack Whiff counter (bp d352) counter number of total attacks
0X1BB Anak's special-Taunt State (START+PPP)
0X1BC Anak's Air-Attacks Counter
0x316 Horizontal Charge Time
0x354 WORD - Graphics RAM Bank Allocation, loaded into register A4
0x360 Beast Canon/Hell Dunk/Bricks Unknown variable
0x364 Beast Canon/Hell Dunk/Jet Dash Unknown variable
0x366 Beast Canon/Vertical Dash Timer
0x368 Beast Canon/Hell Dunk Unknown variable
0x369 Beast Canon/Hell Dunk Unknown variable
0x36A Beast Canon Facing Direction
0x36B Beast Canon Count
0x36C Sasquatch Penguin Count
0x36E Pursuit Indicator
0x370 Character Specific Ram slot -Anakaris Coffin Drop Locations, ObaaChan
0x371 Character Specific Ram slot - Q-Bee +B Indicator
0x372 Character Specific Ram slot - DE Dashing
0x373 Character Specific Ram slot
0x374 Anakaris Mummy Drop Unknown Variable
0x378 WORD - Bishamon Karame Dama Indicator
0x37F Felicia Head Ride Restriction Timer
0x380 Playing, No Continue-Prompt Flag
0x382 Character ID *13
0x384 Scene Pointer
0x390 LONGWORD Player Score
0x394 Button Input = RAM Values
0x395 Direction Input = RAM Values
0x396 Button Input = RAM Values
0x397 Direction Input = RAM Values
0x3A4 WORD Palette ROM Pointer
0x3A8 WORD Palette RAM Pointer
0x3AE Costume Color
0x39F Win-Streak Counter
0x3B0 Lose a bat Flag
0x3B2 Auto-Guard Flag
0x3B3 Handicap
0x3B4 CPU Opponent Flag
0x3B5 Player Notification *10
0x3B6 Deathblow Type Notification *12
0x3BC Shadow Flag
0x3BD Character ID (Mirror)
0x3BE EX Finishes Counter
0x3BF Unique Finishes Counter
0x3C1 CHAR-Sel = Random Flag
0x3E0 Character ID (Mirror)
0x3E1 Character Palette
0x3E2 Auto-Guard Flag
0x3F0 Win-Streak Counter Mirror
*1 Status 1
Value Result
0x00 Normal
0x02 Hurt or Block
0x04 Throw
0x06 Be Thrown
0x08 Win Pose
0x0A Time Up Lose
0x0C Trigger Opponent Win-pose
0x0E Intro
0x10 Cursed
0x12 Time Up Win
*2 Status 2
Value Result
0x00 Normal
0x02 Stand/Crouch Transition
0x04 Walk
0x06 Jump
0x08 Intro Animation
0x0A Ground Normal Attack
0x0C Proximity Block
0x0E Special Attack
0x10 ES Attack
0x12 EX Attack
0x14 Dashing
0x16 DarkForce Activate
0x18 Dark Force w/ Flight Activate
0x1A Dark Force Deactivate
0x1C Dark Force w/ Sting Ray
0x1E Vic Dark Force Grab - Whiff
0x20 Vic Dark Force Grab - Animation 1
0x22 Vic Dark Force Grab - Animation 2
0x24 Vic Dark Force Grab - Animation 3
0x26 Vic Dark Force Grab - Animation 4
0x28 Grapple Mash Startup - No Throw-Tech
0x2A Grapple Mash
0x2C Grapple Mash Recovery
*3 Jump Type/Ground-Roll Type
Value Result
0x00 Neutral
0x01 Towards
0xFF Away
*4 Facing Direction / Flip
Value Result
0x00 Facing Left
0x01 Facing Right
*5 Damage Multiplier Flag
Value Result
0x00 x1.00 Damage
0x02 x1.25 Damage
0x04 x.5 Damage
0x06 x.25 Damage
*7 Attack Strength Allocation
Value Result
0x00 Light Attack
0x02 Medium Attack
0x04 Fierce Attack
0x06 ES Attack
*8 button pressed value
RAM Value = input total
Button added value
LP +0x01
MP +0x02
HP +0x04
LK +0x10
MK +0x20
HK +0x40
Taunt +0x80
*9 direction pressed value
Value Result
0x00 Nothing
0x01 Away
0x02 Towards
0x04 Down
0x05 Down+Back
0x06 Down+Towards
0x08 Up
0x09 Up+Back
0x0A Up+Towards
*10 Player Notification
Value Result
0x00 Nothing
0x02 First Attack
0x04 Tech-Hit
0x06 Guard Cancel
0x08 Down
0x0A Fight
0x0C Reversal
0x0E Winner!
*11 Anakaris Projectile Pointer
Value Result
0x0000FF0A6000 BU st.hk
0x0200FF0A6000 BU Missiles
0x0401FF0A6000 DE Chaos Flare
0x0B05FF0A0000 MO Soul Fist
0x0C05FF0A0000 MO Air-Soul Fist
0x1206FF0A4000 AN Curse
0x1E09FF0A6000 AU Sonic Wave
0x2D0DFF0A0000 LE Anki Oh
0x330EFF0A0000 LI Soul Flash
0x380FFF0A4000 JE Dio Sega
*12 Deathblow Type
Value Result
0x00 Normal Attack Finish
0x01 Special Move Finish
0x02 ES-Special Finish
0x03 EX-Super Finish
0x04 Time Over Finish
0x05 Guard Cancel Finish (ES is irrelevant)
0x06 Dark Force
0x07 Cheap Finish
*13 Character ID
Value Result
0x00 Bulleta
0x01 Demitri
0x02 Gallon
0x03 Victor
0x04 Zabel
0x05 Morrigan
0x06 Anakaris
0x07 Felicia
0x08 Bishamon
0x09 Aulbath
0x0A Sasquatch
0x0B Random Select
0x0C Q-Bee
0x0D Lei-Lei
0x0E Lilith
0x0F Jedah
0x12 Dark Gallon
0x18 Oboro
*14 Special Move Allocation
Character URL
Bulleta https://twitter.com/VMP_KyleW/status/1062246488745500672
Demitri https://twitter.com/VMP_KyleW/status/1062247999198261248
Gallon https://twitter.com/VMP_KyleW/status/1062251253487398912
Victor https://twitter.com/VMP_KyleW/status/1062255444066881536
Zabel https://twitter.com/VMP_KyleW/status/1062575688199229440
Morrigan https://twitter.com/VMP_KyleW/status/1062578209777082368
Anakaris https://twitter.com/VMP_KyleW/status/1062584507331559424
Felicia https://twitter.com/VMP_KyleW/status/1062587739080613889
Bishamon https://twitter.com/VMP_KyleW/status/1062592100498198529
Aulbath https://twitter.com/VMP_KyleW/status/1062595023688986625
Sasquatch https://twitter.com/VMP_KyleW/status/1062975241603866624
Hyper Zabel https://twitter.com/VMP_KyleW/status/1062978029595455489
Q-Bee https://twitter.com/VMP_KyleW/status/1062980478993485825
Lei-Lei https://twitter.com/VMP_KyleW/status/1062983116220813312
Lilith https://twitter.com/VMP_KyleW/status/1062986908777689088
Jedah https://twitter.com/VMP_KyleW/status/1063252518686253056
Dark Gallon https://twitter.com/VMP_KyleW/status/1062251253487398912
Oboro https://twitter.com/VMP_KyleW/status/1063641654622441474
0xFF8C00 - Projectiles RAM Bank
0xFFF9BE (0x79BE, A5) Projectile Counter, used for allocating a RAM Bank. 0x1F & decrements accordingly
0xFFB000 - Graphics RAM Bank
0xFFF96E (0x796E, A5) Incremented Address for forthcoming RAM Bank
0xFFF9C0 (0x79C0, A5) Graphics Counter, used for allocating a RAM Bank. 0x20 & decrements accordingly

0xFFFFFF: End of Main Memory

Graphics

  • 0x900000 8x8 Background Tilemap
  • 0x908000 16x16 Background Tilemap
  • 0x904000 32x32 Background Tilemap
  • 0x90C000 Palette Ram
  • 0x918000 Dark force 16x16
  • 0x91C000 Dark force Palette

Palettes

  • 0x90C000 Sprites
  • 0x90C400 8x8 Background
  • 0x90C800 16x16 Background
  • 0x90CC00 32x32 Background

Raster Effect Matrices

The warping on the ground

  • 0x90E000
  • 0x90E800
  • 0x90F000
  • 0x90F800

ROM

Functions

ROM Functions
Address Function
0x0175A Force Clear Debug Flag
0x01E94 Game Region Checks
0x0234A Game Region Defaults
0x8A3A Game Over Clear-Flags
0x099A8 Story mode - Oboro Encounter
0xA6B6 Stage Load
0xA738 Story Mode - Mid-Boss Encounter
0xAE7C Stage-Select Variables
0xAEFA Stage-Select Write
0xAF16 Stage Select Align-Story
0x110A4 Test Menu Secret Headers
0x11146 Test Menu Condition Select
0x1115C Test Menu Region Select
0x12FCE Credits
0x14E8A Random Number Generator (Thanks Jed)
0x16F8E Projectile Count Limiter (Thanks Jed)
0x20922 Character Select
0x20B38 Character Color Select, not Auto Mode
0x20C98 Character Select, Check for SHADOW at Random Select
0x20CCC Character Select, Check for SHADOW at portraits
0x21184 Character Select Formulas
0x2182E High Scores
0x2246E System Timer Reducers
0x26058 Mass Clearing of flags
0x26E16 Mass Clearing of flags 2
0x26FD2 Dark Force Activate
0x2706E Dark Force Deactivate
0x27446 Hover State (Q-Bee)
0x275CE Tech-Hit Checks (Thanks Jed)
0x271E0 Jump
0x27694 Blocking
0x27A9E Intro Animations
0x27ACC Pursuit
0x27B80 Character Dashing Execute
0x27BD8 Wall Jump
0x27C68 Win Pose Button Check
0x27D524 Air Hit
0x27E76 Chain Timer Check
0x27F70 Animate Frame
0x2904A Character Strength Check for Punches
0x29062 Character Strength Check for Kicks
0x290B2 Character not Air-State check > Reversals
0x290BC Character Air-State Check 1
0x290C4 Reversal Specials Check
0x2918A Character Command Super Check
0x2923A Character Air-State Check 2 > Reversals
0x2924C Reversal Super Check
0x29406 Character Command Throw Checks
0x2984C ES-Moves Reduces Meter
0x29A16 Meter Gain
0x29C6E Character Guard Cancel Execute
0x29DC2 INPUT P Check (Victor Dark Force)
0x29DCA INPUT 236+P Check
0x29DD2 INPUT 236+K Check
0x29DDA INPUT 214+P Check
0x29DE2 INPUT 214+K Check
0x29DEA INPUT 623+P Check (Midnight Bliss)
0x29DF2 INPUT 623+K Check (Demon Billion)
0x29DFA INPUT 263+PP Check (Aqua Spread P)
0x29E02 INPUT 263+KK Check (Aqua Spread K)
0x29E0A INPUT 632+K Check
0x29E12 INPUT 632+P Check
0x29E1A INPUT 2369+P Check (Oboro Tiger-Knee)
0x29E22 INPUT 41236+P Check
0x29E2A INPUT 41236+K Check
0x29E32 INPUT 63214+P Check
0x29E3A INPUT 41236+K Check
0x29E42 INPUT 63214+K Check (Valkyrie Turn)
0x29E4a INPUT 28 Check
0x29E52 INPUT 22+P Check
0x29E5A INPUT 22+KK Check (Felicia Special Taunt)
0x29E62 INPUT 22+P or K (Anakaris Coffin Drop)
0x29E6A INPUT Midnight Pleasure
0x29E72 INPUT Moment Slice
0x29E7A INPUT Darkness Illusion / Luminous Illusion
0x29E82 INPUT Finishing Shower
0x29E8A INPUT Cryptic Needle
0x29E92 INPUT Pharaohs Magic Level 1
0x29E9A INPUT Pharaohs Magic Level 2
0x29EA2 INPUT Pharaohs Magic Level 3
0x29EB2 INPUT Tenraiha
0x29EBA INPUT 41236+Start (Big Trap Banana)
0x29EC2 INPUT 360+P
0x29ECA INPUT 360+K (Big Swing)
0x29ED2 INPUT 720+K
0x29EDA INPUT Charge 28+P
0x29EE2 INPUT Charge 28+KK (Thunder Break)
0x29EEA INPUT Charge 46+P
0x29EF2 INPUT Charge 46+K
0x29EFA INPUT No Charge 28+K
0x29F02 INPUT No Charge 64+PP (Evil Scream)
0x29F0A INPUT No Charge 46+P (Cobra Blow)
0x29F12 INPUT 66
0x29F1C INPUT 44
0x29F42 INPUT K-Rapidly (SxP)
0x2A5F0 INPUT 2+KK Check
0x2A606 INPUT Taunt Check
0x3E7E0 Anakaris Spell-of-Turning Calculate

Global Instructions

0x016F8E - Projectile Count Limiter
Address Instruction Description
0x016F8E tst.b ($79be,A5) Does Current Counter Value = 0x00?
0x016F92 beq 0x16fa2 Branch if Equals - Ends the Function early
0x016F94 subq.b 0x1 ($79be,A5) Reduces Counter Value by 1
0x016F98 movea.l ($7966,A5), A0 Calculation Step
0x016F9C movea.w (A0)+, A4 Calculation Step
0x016F9E move.l A0 ($7966,A5) Calculation Step
0x016FA2 rts return to Subroutine - Completes Function

Character Instructions

Notes & Order of Operations

  • Checks and conditions operate top to bottom after inputs are confirmed
  • Green color operations are PASS conditions
  • Pink color operations are FAIL conditions
  • Functions are noted with F(x).
  • Branch means numerous outcomes are possible, based on the conditions. I'm separating options by a True or False statement.
  • Numerous steps are not documented here, because they are not influenced by the player. This process is generalized

Bulleta Conditions

0x2E02A - High-Missile
Condition Description
f (x) Air Check Then a Reversal Check
f (x) Determine punch strength
f (x) ES-Special Reduce Meter
0x2E044 - Low-Missile
Condition Description
f (x) Air Check Then a Reversal Check
f (x) Determine kick strength
f (x) ES-Special Reduce Meter
0x2E05E - Vertical-Missile
Condition Description
f (x) Air Check Then a Reversal Check
f (x) Determine punch strength
f (x) ES-Special Reduce Meter
0x2E07C - Molotov
Condition Description
Projectile on-screen
f (x) Air Check Then a Reversal Check
f (x) Determine punch strength
f (x) ES-Special Reduce Meter
0x2E0A4 - Basket
Condition Description
f (x) Air Check Then a Reversal Check
f (x) Determine punch strength
f (x) ES-Special Reduce Meter
0x2E0C0 - Tell Me Why
Condition Description
Player is holding towards
f (x) Air Check Then a Reversal Check
f (x) ES-Special Reduce Meter
0x2E0E8 - Apple For You
Condition Description
f (x) Air Check Then a Reversal Check
Execute EX-move
0x2E104 - Beautiful Memory (Obaa-Chan)
Condition Description
Projectile on-screen
f (x) Air Check Then a Reversal Check
Execute EX-move
0x2E128 - Huntsman
Condition Description
f (x) Air Check Then a Reversal Check
Execute EX-move
0x2E144 - Sentimental Typhoon
Condition Description
Character is crouching or in hit-stun
f (x) Command throw conditions
f (x) Air Check Then a Reversal Check
f (x) Determine punch strength
f (x) ES-Special Reduce Meter
0x2E17C - Guard Cancel
Condition Description
Player is in block-stun
Set value for unique kick variable
Clear special move strength allocation
Add 30 frames of invincibility
f (x) Check Guard cancel Conditions & Tables - Auto/Manual Mode
f (x) Guard-Cancel Execute
0x2E1A6 - Taunt
Condition Description
Check player's remaining-taunts value
f (x) Air Check Then a Reversal Check
Forces Bulleta to face-left
Character is human controlled
Check if player is crouching
Forces Bulleta to turn around based on previous crouching check
Execute taunt
Reduce remaining-taunt value by 01
0x2F988 - Dark Force BU
Condition Description

Demitri Conditions

0x2FFb2 - Negative Stolen
Condition Description
Character is crouching or in hit-stun
f (x) Command throw conditions
f (x) Not Air-State Check Then a Reversal Check
0x2FFE2 - Demon Cradle
Condition Description
Branch Check if player is in block stun
If true - Forces Demitri to begin Guard Cancel tasks
If true - Add 8 frames of invincibility
f (x) If true - Check Guard cancel Conditions & Tables - Auto/Manual Mode
f (x) If true - ES-Special Reduce Meter
f (x) If False - Air Check Then a Reversal Check
Branch Check if player is in a dashing state
If True - allocate dashing Demon Cradle
f (x) Determine punch strength
f (x) ES-Special Reduce Meter
0x30026 - Chaos Flare
Condition Description
Check if opponent is in a bat-biting hit-state
Projectile on-screen
Branch Check if player is in an air-state
If true - Check players y-position is greater than 38 (standing state is 28)
f (x) Air-Specials Conditions function
f (x) Determine punch strength
f (x) Execute special move (air-state)
f (x) If false - Determine punch strength
f (x) If false - Execute special move (ground-state)
0x3008C - Bat Spin
Condition Description
f (x) Air-Enabled Specials allocation
f (x) Determine kick strength
f (x) Execute special move
0x300A8 - Demon Billion
Condition Description
f (x) Character is not in the air
Execute EX-move
0x300C4 - Midnight Bliss
Condition Description
f (x) Character is not in the air
Execute EX-move
0x300E0 - Taunt
Condition Description
Check player's remaining-taunts value
f (x) Character is not in the air
Execute taunt
Reduce remaining-taunt value by 01
0x30106 - Midnight Pleasure
Condition Description
Check if player has 2-meter
Character is not in the air
f (x) Command input super checks
Reduce meter by 2
Execute command super
0x31372 - Dark Force DE
Condition Description

Gallon Conditions

0x31D84 - Wild Circular
Condition Description
Character is crouching or in hit-stun
f (x) Command throw conditions
f (x) Character is not in the air
f (x) Determine kick strength
f (x) Execute special move
0x31DBC - Climb Razor
Condition Description
f (x) Character is not in the air
f (x) Determine kick strength
f (x) Execute special move
0x31DD6 - Million Flicker
Condition Description
f (x) Character is not in the air
f (x) Determine punch strength
f (x) Execute special move
0x31DF2 - Dragon Cannon
Condition Description
Player has a projectile on-screen
Comment Check does not work! - Fail if 0xFFF9BE = 0. (Defaults to 20)
f (x) Character is not in the air
Execute EX-move
0x31E16 - Horizontal Beast Cannon
Condition Description
f (x) Character is not in the air
f (x) Determine Punch strength
f (x) Execute special move
0x31E32 - Diagonal-Upwards Beast Cannon
Condition Description
Branch Check if player is in block stun
If true - forces Gallon to begin Guard Cancel tasks
If true - Add 10 frames of invincibility
f (x) If true - Check Guard cancel Conditions & Tables - Auto/Manual Mode
f (x) If true - Determine punch strength
f (x) If true- Execute special move
f (x) If false - Character is not in the air
f (x) If false - Execute special move
0x31E68 - Diagonal-Downwards Air Beast Cannon
Condition Description
Check players y-position is greater than 14
f (x) Character air-state check
f (x) Determine Punch strength
f (x) Execute special move
0x31E98 - Moment Slice
Condition Description
Character is not in the air
Player meter stock is not zero
f (x) Command input super checks
Execute command super
Reduce meter by 1
0x31EC2 - Quick Move
Condition Description
Player is holding towards
f (x) Character is not in the air
Execute special move
0x31EE6 - Taunt
Condition Description
Check player's remaining-taunts value
f (x) Character is not in the air
Execute taunt
Reduce remaining-taunt value by 01
0x316B6 - Dark Force GA
Condition Description

Victor Conditions

0x344E8 - Gyro Crush - Lariat
Condition Description
f (x) Character is not in the air
f (x) Determine punch strength
f (x) Execute special move
0x34502 - Giga Burn - Knee
Condition Description
Branch Check if player is in block stun
If true - forces Victor to begin Guard Cancel tasks
f (x) Character is not in the air
If true - Add 12 frames of invincibility
f (x) If true - Check Guard cancel Conditions & Tables - Auto/Manual Mode
f (x) Determine kick strength
f (x) Character is not in the air
f (x) Execute special move
0x34538 - Giga Shock - Command Throw
Condition Description
f (x) Character is not in the air
f (x) Execute special move
0x34552 - Mega Spike - 360+P
Condition Description
f (x) Character is not in the air
f (x) Execute special move
Comment Strength Allocation is hard coded into the move itself
0x3456C - Thunder Break - 2~8+KK
Condition Description
Player has a projectile on-screen
f (x) Air-State Check
Execute EX-Move
Comment Meter management is hard coded into the move itself
0x34590 - Mega-Forehead - 4~6+P
Condition Description
f (x) Character is not in the air
f (x) Determine punch strength
f (x) Execute special move
0x345AC - Mega-Stake - 2~8+P
Condition Description
f (x) Character is not in the air
f (x) Determine punch strength
f (x) Execute special move
0x345C8 - Minimum Step - 2+KKK
Condition Description
Player is holding towards
f (x) Character is not in the air
Execute special move
0x345EC - Taunt
Condition Description
Check player's remaining-taunts value
f (x) Character is not in the air
Execute taunt
Reduce remaining-taunt value by 01
0x34612 - Gerdenheim 3 - 720+KK
Condition Description
f (x) Air-State Check
Execute EX-Move
Comment Meter management is hard coded into the move itself
0x3462E - Giga Hammer Night Warriors Charge-Punch
Condition Description
Comment There is no execution to enable these operations
f (x) Character is not in the air
f (x) Determine punch strength
f (x) Execute special move
0x3464A - Giga Buster Night Warriors Charge-Kick
Condition Description
Comment There is no execution to enable these operations
f (x) Character is not in the air
f (x) Determine kick strength
f (x) Execute special move
0x35FBC - Dark Force VI
Condition Description

Zabel Conditions

0x36926 - Skull Sting - 2~8+K
Condition Description
Branch Check if player is in an air-state
If true - Check players y-position is greater than 38 (standing state is 28)
f (x) If true - execute air-enabled specials
f (x) If false - check if character is in an air-state
f (x) If false - Determine kick strength
f (x) If false - Execute special move
0x36960 - Death Hurricane
Condition Description
Branch Check if player is in an air-state
If true - Check players y-position is greater than 38 (standing state is 28)
f (x) If true - execute air-enabled specials
f (x) If false - check if character is in an air-state
f (x) If false - Determine kick strength
f (x) If false - Execute special move
0x3699E - Death Voltage
Condition Description
Branch Check if player is in an air-state
If true - Check players y-position is greater than 38 (standing state is 28)
f (x) If true - Check the Unique-reversal-Super Function
If true - execute EX air-enabled move
f (x) If false - check if character is in an air-state
If false - execute EX-Move
0x369E0 - Skull Punish - Command Throw
Condition Description
Character is crouching or in hit-stun
f (x) Command throw conditions
f (x) Character is not in the air
f (x) Determine punch strength
f (x) Execute special move
0x36A18 - Evil Scream
Condition Description
f (x) Character is not in the air
Execute EX-Move
0x36A34 - Hell Dunk
Condition Description
f (x) Character is not in the air
Execute EX-move
0x36A50 - Hell Gate
Condition Description
f (x) Character is not in the air
Execute special move
f (x) Determine kick strength
0x36A6E - Death Phrase - Guard Cancel
Condition Description
Player is in block-stun
Add 15 frames of invincibility
f (x) If true - Check Guard cancel Conditions & Tables - Auto/Manual Mode
f (x) Determine kick strength
f (x) Execute special move
Comment Secondary execute command seems unnecessary
0x36A94 - Taunt
Condition Description
Check player's remaining-taunts value
f (x) Character is not in the air
Execute taunt
Reduce remaining-taunt value by 01
0x38538 - Dark Force ZA
Condition Description

Morrigan Conditions

0x3984E - Taunt
Condition Description
Check player's remaining-taunts value
f (x) Character is not in the air
Execute taunt
Reduce remaining-taunt value by 01
0x39870 - Vertical Dash
Condition Description
Check if Morrigan's status is normal (not in hit/throw/transform-state)
Check if Morrigan is doing a normal-attack (forcing the Vertical Dash to not special-cancel)
f (x) Character is not in the air
Execute Vertical Dash
Branch Check if Morrigan is human controlled
If true - check inputs for backwards trajectory
Comment assumes a CPU Morrigan does not check for inputs - assigns moves holistically
If true - assign Morrigan into a forward-dashing state
If false - assign Morrigan not into a backwards-dashing state
0x398B8 - Finishing Shower
Condition Description
Check if Finishing Shower projectiles are on-screen
Check if meter stock is empty
Check if Morrigan is in an air-state
f (x) Command input super checks
Reduce meter by 1
Execute command super
0x398EE - Shadow Blade
Condition Description
Branch Check if player is in block stun
if true - forces Morrigan to begin Guard Cancel tasks
if true - add 14-frames of invincibility
f (x) If true - Check Guard cancel Conditions & Tables - Auto/Manual Mode
f (x) If false - check that character is not in the air
If false - allocate Shadow Blade
f (x) If false - determine punch strength
f (x) If false - execute special move
0x39920 - Soul Fist
Condition Description
Check if Soul Fist is on-screen
f (x) Character is not in the air
Allocate Soul Fist
f (x) Determine punch strength
f (x) Execute special move
0x39944 - Air-State Soul Fist
Condition Description
Check if Soul Fist is on-screen
Branch Check if Morrigan is ascending
if false - Check Morrigan's y-position
Comment Checks 16 units against the standing value of 28
f (x) Character is in air-State
Allocate Soul Fist
f (x) Determine punch strength
f (x) Execute special move
0x3997E - Darkness Illusion
Condition Description
Check if meter stock is empty
f (x) Command input super checks
Reduce meter by 1
Execute command super
0x399A4 - Cryptic Needle
Condition Description
Check if meter stock is empty
Check if Morrigan is in an air-state
f (x) Command input super checks
Reduce meter by 1
Execute command super
0x399D2 - Valkyrie Turn
Condition Description
Check if meter stock is empty
f (x) Air-Enabled Special Checks
Reduce meter by 1
Allocate Valkyrie Turn
f (x) Determine kick strength
Execute EX-move
0x39A12 - Vector Drain
Condition Description
Character is crouching or in hit-stun
f (x) Command throw conditions
f (x) Character is not in the air
f (x) Determine punch strength
f (x) Execute EX-Move
0x39A8A - Dark Force MO
Condition Description

Anakaris Conditions

0x3B910 - Dance of Coffin
Condition Description
Check if Projectile is on-screen
f (x) Air-enabled special checks
Allocate Coffin Drop
f (x) Unknown Anakaris function - address 0x2759A
Branch Check if Anakaris used a kick button
f (x) If false - Determine punch strength
f (x) if false - Execute special move
f (x) if true - Determine kick strength
f (x) if true - Execute special move
0x3B95A - Spell of Turning - In
Condition Description
Check if Anakaris is in Dark Force
f (x) Air-enabled special checks
f (x) Execute special move
0x3B978 - Spell of Turning - Out
Condition Description
Check if Anakaris is in Dark Force
f (x) Choose Anakaris consumed item - if he already absorbed one
f (x) Air-enabled special move checks
Allocate Spell of Turning - Out
f (x) Determine kick strength
f (x) Execute special move
0x3B9A4 - Royal Judgement - Curse
Condition Description
Check if Anakaris is in Dark Force
Check if opponent is cursed - transform-state
Check if Projectile is on-screen
f (x) Air-enabled special move checks
Allocate Royal Judgement
f (x) Determine punch strength
f (x) Execute special move
0x3B9DC - Cobra Blow
Condition Description
Check if Anakaris is in Dark Force
f (x) Character is not in the air
Allocate Cobra Blow
f (x) Determine punch strength
f (x) Execute special move
0x3BA00 - Mummy Drop
Condition Description
Check if Anakaris is in Dark Force
Check if opponent is cursed - transform-state
f (x) Character is not in the air
Allocate Mummy Drop
f (x) Determine punch strength
f (x) Execute special move
0x3BA30 - Pit to the Underworld
Condition Description
Check if Anakaris is in Dark Force
Check if opponent is cursed - transform-state
f (x) Character is not in the air
f (x) Execute ES-move
0x3BA60 - Pharaoh's magic Level-1
Condition Description
Check if opponent is cursed - transform-state
Check if Anakaris is in Dark Force start-up
Check if Anakaris has meter
f (x) Command input super checks
Execute command super
Reduce meter by 1
0x3BA9A - Pharaoh's Salvation Level-2
Condition Description
Check if opponent is cursed - transform-state
Check if Anakaris is in Dark Force start-up
Check if Anakaris has 2-meter
f (x) Command input super checks
Execute command super
Reduce meter by 2
0x3BAD6 - Pharaoh's Decoration Level-3
Condition Description
Check if opponent is cursed - transform-state
Check if Anakaris is in Dark Force start-up
Check if Anakaris has 2-meter
f (x) Command input super checks
Execute command super
Reduce meter by 3
0x3BB12 - Pharaoh's Decoration Level-3 Variant
Condition Description
Check if opponent is cursed - transform-state
Check if Anakaris is in Dark Force start-up
Check if Anakaris has 3-meter
f (x) Command input super checks
Execute command super
Reduce meter by 3
0x3BB4E - Pit of Blame - OTG-Super
Condition Description
Check if Anakaris is in Dark Force
Check if opponent is cursed - transform-state
Verify player is in OTG-state - jump to last half of EX-Command super checks
Allocate Pit of Blame
f (x) Execute EX-Move
0x3BB74 - Taunt
Condition Description
Check if Anakaris is in Dark Force
Check player's remaining-taunts value
f (x) Character is not in the air
Execute taunt
Reduce remaining-taunt value by 1
0x3BBA2 - Word of Truth Guard Cancel
Condition Description
Check if opponent is cursed - transform-state
Check if Anakaris has meter
Check if Anakaris used a kick button
Check if Anakaris is in block-stun
Allocate Word of Truth
Add 14-frames of invincibility
f (x) If true - Check Guard cancel Conditions & Tables - Auto/Manual Mode
f (x) Determine punch strength
f (x) Execute special move
Comment Secondary execute command seems unnecessary
Unknown Address - Unused Float State
Comment Special move allocation; 0xFF8506 = 0xC
0x3DA16 - Dark Force AN
Condition Description

Felicia Conditions

0x3F246 - Command Taunt - 6+Start
Condition Description
Check player's remaining-taunts value
f (x) Command throw conditions
f (x) Character is not in the air
Execute Taunt
Reduce remaining-taunt value by 1
0x3F272 - Taunt
Condition Description
Check player's remaining-taunts value
f (x) Character is not in the air
Execute taunt
Reduce remaining-taunt value by 1
0x3F28E - Meter Charge - Cookie
Condition Description
Check Felicia's inputs are not punches
f (x) Character is not in the air
Execute taunt
0x3F2Be - Rolling Buckler
Condition Description
f (x) Character is not in the air
Allocate Rolling Buckler
f (x) Determine punch strength
f (x) Execute special move
0x3F2DA - Delta Kick
Condition Description
Branch Check if player is in block stun
If true - forces Felicia to begin Guard Cancel tasks
f (x) If true - character is not in the air
If true - Add 14 frames of invincibility
f (x) If true - Check Guard cancel Conditions & Tables - Auto/Manual Mode
f (x) If false - determine kick strength
f (x) If false - execute special move
0x3F310 - Cat Spike
Condition Description
f (x) Character is not in the air
Allocate Cat Spike
f (x) Determine punch strength
f (x) Execute special move
0x3F32C - Hell Cat
Condition Description
Character is crouching or in hit-stun
f (x) Command throw conditions
f (x) Character is not in the air
Allocate Hell Cat
f (x) Determine kick strength
f (x) Execute special move
0x3F364 - Dancing Flash
Condition Description
f (x) Character air-state check
f (x) Execute EX-move
0x3F380 - Please Help Me
Condition Description
Player has a projectile on-screen
Comment Check does not work! - Fail if 0xFFF9BE = 4. (Defaults to 20)
Player has a projectile on-screen
f (x) Character air-state check
Allocate Please Help Me
Determine helper trajectory - value at address 0xFF8507
Execute EX-move
0x3F3C0 - Head Ride
Condition Description
Check if Felicia is in a jump-state
Check Felicia's head-ride restriction timer
Reduce value of Felicia's head-ride restriction timer
Check if opponent is in an air-state
Check if opponent is in a crouching-state
Check if Felicia is ascending - Y Velocity
Check Felicia's y-position is greater than 14 (standing state is 28)
Check Felicia's x-position is less than 30 to the opponent
f(x) Unknown function - address 0x2947E
Allocate Heads Ride
Opponent enters unique idle animation
0x3F43E - Toy Touch
Condition Description
Check Pursuit/OTG-Hit restriction timer
Check if opponent is in a K.O.-state
Check if opponent is facing left
Allocate Toy Touch
add 80 to the Pursuit/OTG-Hit restriction timer
f (x) Determine punch strength
f (x) Execute special move
0x40F52 - Dark Force FE
Condition Description

Bishamon Conditions

0x417E4 - Kienzan & Guard-Cancel
Condition Description
Branch Check if Bishamon is in block stun
If true - forces Bishamon to begin Guard Cancel tasks
If true - Add 11-frames of invincibility
f (x) If true - Check Guard cancel Conditions & Tables - Auto/Manual Mode
If false - Check while-landing & wake-up Kienzan-Enabled timer
f (x) If false - Character is not in the air
If false - Allocate Kienzan
f (x) If false - Determine punch strength
f (x) If false - Execute special move
0x41840 - Iai Giri High
Condition Description
f (x) Character is not in the air
Allocate Iai Giri High
f (x) Determine punch strength
f (x) Execute special move
Clear charge time
0x41840 - Iai Giri Low
Condition Description
f (x) Character is not in the air
Allocate Iai Giri Low
f (x) Determine kick strength
f (x) Execute special move
Clear charge time
0x41878 - Karame Dama (Air-State)
Condition Description
Projectile on-screen
Projectile on-screen
Comment Check does not work! - Fail if 0xFFF9BE = 0. (Defaults to 20)
Player is in Air-state
Check players y-position is greater than 20 (standing state is 28)
f (x) Character is in the air
Allocate Karame Dama Air-State
f (x) Determine punch strength
f (x) Execute special move
0x418BA - Karame Dama
Condition Description
f (x) Character is not in the air
Allocate Karame Dama
f (x) Determine punch strength
f (x) Execute special move
0x418D6 - Kirisute Gomen - Command Throw
Condition Description
Character is crouching or in hit-stun
f (x) Command throw conditions
f (x) Character is not in the air
Allocate Kirisute Gomen - Command Throw
f (x) Determine punch strength
f (x) Execute special move
0x4190E - Onikubi - Hand Grab
Condition Description
f (x) Character is not in the air
Allocate + Execute Onikubi - Hand Grab
0x4192A - Enma Seki - Brick Super
Condition Description
Player has a projectile on-screen
Comment Check does not work! - Fail if 0xFFF9BE = 0. (Defaults to 20)
f (x) Character is not in the air
Execute EX-Move
0x41952 - Togakubi Sarashi - Slap-Chop
Condition Description
Check Pursuit/OTG-Hit restriction timer
Check if opponent is in a K.O.-state
Check if opponent is facing left
f (x) Character is not in the air
Allocate & Execute Togakubi Sarashi - Slap-Chop
add 80 to the Pursuit/OTG-Hit restriction timer
0x419EE - Karame Dama > Vacuum & Hayate
Condition Description
Comment Because this is a Rekka, the OpCode is complicated. I will generalize the principles
Check if opponent is in an air-state
Check if Bishamon is in an air-state
Check if Opponent's hit-state = possessed
Check if Bishamon executed a special move
Branch Check input for 4+P
If true - forces Bishamon to Allocate & execute Hayate follow-up 4+P
If true - Clear ES-State graphics
If false - forces Bishamon to Allocate & execute Hayate
f (x) If false - Determine punch strength
f (x) If false - Execute special move
0x41A86 - Taunt
Condition Description
Check player's remaining-taunts value
f (x) Character is not in the air
Execute taunt
Reduce remaining-taunt value by 01
0x43634 - Dark Force BI
Condition Description

Aulbath Conditions

0x44B70 - Taunt
Condition Description
Check player's remaining-taunts value
f (x) Character is not in the air
Execute taunt
Reduce remaining-taunt value by 01
0x44B92 - Dark Force-Jump
Condition Description
Aulbath is in Dark Force
Aulbath is on the Sting Ray
f (x) Character is not in the air
Allocate & Execute special move
0x44BC4 - Tricky Fish
Condition Description
Aulbath is on the Sting Ray
Aulbath is in a dash state
Branch Check if Aulbath is in block stun
If true - forces Aulbath to begin Guard Cancel tasks
If true - Allocate Tricky Fish
f (x) If true - Determine kick strength
f (x) If true - Check Guard cancel Conditions & Tables - Auto/Manual Mode
f (x) If false - Character is not in the air
If false - Allocate Tricky Fish
f (x) If false - Determine kick strength
f (x) If false - Execute tricky Fish
0x44C04 - Crystal Lancer
Condition Description
Aulbath is on the Sting Ray
Character is crouching or in hit-stun
f (x) Command throw conditions
f (x) Character is not in the air
f (x) Determine punch strength
f (x) Execute special move
0x44C44 - Sonic Wave
Condition Description
Check if a Sonic Wave is already on-screen
Check if Aulbath is in a a dash-state
f (x) Character is not in the air
Allocate Sonic Wave
f (x) Determine punch strength
f (x) Execute special move
0x44C70 - Poison Gas
Condition Description
Check if a Poison Gas is active on-screen
Check the Sea Rage restriction timer
Check if Aulbath is in a a dash-state
f (x) Character is not in the air
Allocate Poison Gas
f (x) Determine kick strength
f (x) Execute special move
0x44CA4 - Aqua Spread (Punch)
Condition Description
Player has a projectile on-screen
Comment Check does not work! - Fail if 0xFFF9BE = 0. (Defaults to 20)
Check if Aqua Spread is already on-screen
Check if Aulbath is in a a dash-state
f (x) Air-State Check
Allocate & Execute EX Move
0x44CD8 - Aqua Spread (Kicks)
Condition Description
Player has a projectile on-screen
Comment Check does not work! - Fail if 0xFFF9BE = 0. (Defaults to 20)
Check if Aqua Spread is already on-screen
Check if Aulbath is in a a dash-state
f (x) Air-State Check
Allocate & Execute EX Move
0x44D0C - Sea Rage
Condition Description
Player has a projectile on-screen
Comment Check does not work! - Fail if 0xFFF9BE = 0. (Defaults to 20)
Check if a Poison Gas is active on-screen
Check the Sea Rage restriction timer
Check if Aulbath is in a a dash-state
Aulbath is in Dark Force
f (x) Air-State Check
Allocate & Execute EX Move
0x44D52 - Water Jail
Condition Description
Aulbath has a Water Jail on-screen
Check if Aulbath is in a a dash-state
f (x) Air-State Check
Allocate & Execute EX Move
0x44D7E - Gem's Anger
Condition Description
Aulbath is on the Sting Ray
Character is crouching or in hit-stun
f (x) Command throw conditions
f (x) Character is not in the air
f (x) Determine kick strength
f (x) Execute special move
0x44DBE - Direct Scissors
Condition Description
Check if Aulbath is in a a dash-state
Check if Aulbath's color is LP or MP
Check that Aulbath has 3 meter
f (x) Air-State Check
Allocate & Execute EX Move
Comment Reducing meter is hard coded into the move
0x45D8A - Dark Force AU
Condition Description

Sasquatch Conditions

0x46D4A - Big Breath
Condition Description
f (x) Character is not in the air
Allocate Big Breath
f (x) Determine punch strength
f (x) Execute special move
0x46D64 - Big Banana
Condition Description
Player meter stock is not zero
f (x) Character is not in the air
Allocate & Execute Big Banana
Reduce Meter by 1
0x46D86 - Big Blow
Condition Description
f (x) Character is not in the air
Allocate Big Blow
f (x) Determine punch strength
f (x) Execute special move
0x46DA2 - Big Towers
Condition Description
Player has a projectile on-screen
Comment Check does not work! - Fail if 0xFFF9BE = 0. (Defaults to 20)
f (x) Character is not in the air
Allocate Big Towers
f (x) Determine punch strength
f (x) Execute special move
0x46DC4 - Big Typhoon
Condition Description
Branch Check if player is in block stun
If true - Sasquatch begins Guard Cancel tasks
f (x) Character is not in the air
If true - Add 10 frames of invincibility
f (x) If true - Check Guard cancel Conditions & Tables - Auto/Manual Mode
f (x) Determine kick strength
f (x) Character is not in the air
f (x) Execute special move
0x46DFA - Big Freezer
Condition Description
f (x) Air-State Check
Execute EX-Move
Comment Meter management is hard coded into the move itself
0x46E16 - Big Swing
Condition Description
f (x) Character is not in the air
Allocate Big Swing
f (x) Determine kick strength
f (x) Execute special move
0x46E32 - Big Sledge
Condition Description
f (x) Air-State Check
Execute EX-Move
Comment Meter management is hard coded into the move itself
0x46E4E - Big Brunch
Condition Description
f (x) Character is not in the air
Allocate Big Swing
f (x) Determine kick strength
f (x) Execute special move
0x46E6A - Big Puddle
Condition Description
f (x) Air-State Check
Execute EX-Move
Comment Meter management is hard coded into the move itself
0x46E86 - Taunt
Condition Description
Check player's remaining-taunts value
f (x) Character is not in the air
Execute taunt
Reduce remaining-taunt value by 01
0x47E60 - Dark Force SA
Condition Description

Hyper-Zabel Conditions

0x48200 - Guard Cancel
Condition Description
Hyper Zabel is in block stun
Add 14 frames of invincibility
f (x) If true - Check Guard cancel Conditions & Tables - Auto/Manual Mode
f (x) Determine kick strength
f (x) Execute special move

Q.Bee Conditions

0x49266 - Delta-A
Condition Description
f (x) Check if character is in air-State
Allocate Delta Kick
f (x) Determine kick strength
f (x) Execute special move
0x49280 - SxP Lightning Legs
Condition Description
f (x) Air-State check
Allocate SxP
f (x) Determine kick strength
Check if strength is ES
Comment checks for ES, but ES version does not exist?
Check if strength is Heavy
f (x) Execute special move
0x492AC - O.M. Command Grab
Condition Description
Character is crouching or in hit-stun
f (x) Command throw conditions
f (x) Character is not in the air
Allocate O.M.
f(x) Determine punch strength
f (x) Execute special move
0x492EC - C > R
Condition Description
f (x) Check if character is in air-State
Allocate C > R
f (x) Determine punch strength
f (x) Execute special move
0x49308 - Q.J.
Condition Description
Player has a projectile on-screen
Comment Check does not work! - Fail if 0xFFF9BE = 0. (Defaults to 20)
f (x) Check the Unique-reversal-Super Function
Allocate & Execute Q.J.
f (x) Determine punch strength
Comment punch strength function makes no sense. No Return To Subroutine command.
0x49330 - +B
Condition Description
Projectile on-screen
Player has a projectile on-screen
Comment Check does not work! - Fail if 0xFFF9BE = 0. (Defaults to 20)
f (x) Check the Unique-reversal-Super Function
Allocate & Execute +B
f (x) Determine kick strength
Comment Kick strength function makes no sense. No Return To Subroutine command.
0x49360 - Taunt
Condition Description
Check player's remaining-taunts value
f (x) Character is not in the air
Execute taunt
Reduce remaining-taunt value by 01
0x49382 - R.M. Guard Cancel
Condition Description
Player is in block-stun
Allocate R.M.
Add 14 frames of invincibility
f (x) If true - Check Guard cancel Conditions & Tables - Auto/Manual Mode
f (x) Determine kick strength
f (x) Execute special move
Comment Secondary execute command seems unnecessary
0x493A8 - Dark Force QB
Condition Description

Lei-Lei Conditions

0x4B37A - Pursuit
Condition Description
Allocate Pursuit
Branch Check a flag to determine if a kick was input
f(x) If true - Determine kick strength
f(x) If true - Execute special move
f(x) If false - Determine punch strength
f(x) If false - Execute special move
Comment The initial part of this OpCode is not currently documented
0x4B39E - Ankihou - Item Toss
Condition Description
Player has a projectile on-screen
Comment Check does not work! - Fail if 0xFFF9BE < 3. (Defaults to 20)
Projectile on-screen
f (x) Character is not in the air
Allocate Ankihou - Item Toss
f (x) Determine punch strength
f (x) Execute special move
0x4B3C6 - Henkyouki - Gong
Condition Description
Branch Check if Lei-Lei is in an air-state
If false - check if lei-lei is in a dashing-state
Comment Check does not work because gong is enabled from a dashing-state
If true - Check if Lei-Lei has a projectile on-screen
Comment Check does not work! - Fail if 0xFFF9BE > 0 (Defaults to 20)
If true - Check if gong is active on-screen
f (x) If true - Check if character is in air-State
If true - Allocate Henkyouki - Gong
f (x) If true - Determine punch strength
f (x) If true - Execute special move
0x4B3FA - Senpuubu - Pendulum
Condition Description
Check Lei-lei's remaining pendulums (defaults to 02)
Player has a projectile on-screen
Comment Check does not work! - Fail if 0xFFF9BE > 0. (Defaults to 20)
Branch Check if Lei-Lei is in block stun
If true - Lei-Lei begins Guard Cancel tasks
If true - Allocate Pendulum
If true - Add 25 frames of invincibility
f (x) If true - Check Guard cancel Conditions & Tables - Auto/Manual Mode
f (x) If true - determine punch strength
f (x) If true - execute special move
If false, check if Lei-Lei is in a dashing state
f (x) If false, check air-enabled special move conditions
If false - allocate Pendulum
f (x) If false - determine punch strength
f (x) If false - execute special move
0x4B448 - Houtengeki - Command Grab
Condition Description
Character is crouching or in hit-stun
f (x) Command throw conditions
f (x) Character is not in the air
Allocate Houtengeki
f(x) Determine punch strength
f (x) Execute special move
0x4B47E - Chireitou - Sword Super
Condition Description
Player has a projectile on-screen
Comment Check does not work! - Fail if 0xFFF9BE < 3. (Defaults to 20)
Check if Lei-Lei has an active Chireitou - Sword Super
f(x) Air-state check
Allocate & execute Chireitou - Sword Super
0x4B4AC - Tenraiha
Condition Description
Check if meter stock is empty
Player has a projectile on-screen
Comment Check does not work! - Fail if 0xFFF9BE = 4. (Defaults to 20)
Check if Tenraiha spiked balls are on-screen
Check if Lei-Lei is in an air-state
f (x) Command input super checks
Allocate & execute Tenraiha
Reduce meter by 1
0x4B4EC - Chuukadan - Bomb
Condition Description
Player has a projectile on-screen
Comment Check does not work! - Fail if 0xFFF9BE > 0. (Defaults to 20)
Check if Lei-Lei has a Chuukadan on-screen
f(x) Air-state check
Allocate & Execute Chuukadan - Bomb
0x4B518 - Taunt
Condition Description
Check player's remaining-taunts value
f (x) Character is not in the air
Execute taunt
Reduce remaining-taunt value by 01
0x4C6C0 - Dark Force LE
Condition Description

Lilith Conditions

0x4DD80 - Luminous Illusion
Condition Description
Check if meter stock is empty
f (x) Command input super checks
Reduce meter by 1
Execute command super
0x4DDA6 - Gloomy Puppet Show
Condition Description
Check if Soul Flash is on-screen
Check if Gloomy Puppet Show is on-screen
Check if Soul Flash Unfinished is on-screen
Check if meter-stock is 2 or greater
f(x) Character air-state check
Reduce meter by 1
Allocate & Execute Gloomy Puppet Show
Comment Reducing another meter is hard coded into the data of the attack, not the OpCode
0x4DDE6 - Taunt
Condition Description
Check player's remaining-taunts value
Check if Gloomy Puppet Show is on-screen
f (x) Character is not in the air
Allocate & Execute taunt
Reduce remaining-taunt value by 01
0x4DE0E - Soul Flash unfinished
Condition Description
Check if Gloomy Puppet Show is on-screen
Check if Soul Flash unfinished is on-screen
f(x) Air-enabled special move conditions check
Allocate Soul Flash
Air-State Check
Execute special move
0x4DE46 - Mystic Arrow Command Grab
Condition Description
f(x) Air-state check
Allocate Mystic Arrow
f(x) Determine punch strength
f(x) Execute special move
0x4DE62 - Super Jump
Condition Description
Check that Lilith is not in a hit-state.
Check that Lilith is not performing a normal attack
Comment This prevents Lilith from special cancel & Kara cancel into Super Jump
Check that Lilith is not performing a normal attack while dashing
Comment This prevents Lilith from special cancel & Kara cancel into Super Jump from a dash attack
Comment This condition is redundant because characters cannot special cancel from dash normals as a game mechanic
Check if Gloomy Puppet Show is on-screen
f (x) Character is not in the air
Allocate Super Jump
Branch Check inputs for direction of Super Jump as up+back, up or up+towards
Executes the appropriate Super Jump
0x4DEC2 - Splendor Love
Condition Description
f (x) Character is not in the air
Allocate & Execute EX move
Comment Lots of common commands are hard coded into the data of the attack, not the OpCode
0x4DEDE - Merry Turn
Condition Description
f (x) Character is not in the air
Allocate Merry Turn
f (x) Determine kick strength
f (x) Execute special move
0x4DEFA - Shining Blade
Condition Description
Branch Check if player is in block stun
if true - forces Lilith to begin Guard Cancel tasks
if true - add 14-frames of invincibility
f (x) If true - Check Guard cancel Conditions & Tables - Auto/Manual Mode
f (x) If false - check that character is not in the air
Allocate Shining Blade
f (x) Determine punch strength
f (x) Execute special move
0x4DF2C - Soul Flash
Condition Description
Check if Soul Flash is on-screen
Check if Gloomy Puppet Show is on-screen
Character is Not Air-State Check
Allocate Soul Flash
f(x) Determine punch strength
Execute special move
0x4DF2C - Soul Flash Air-State
Condition Description
Check if Soul Flash is on-screen
Check if Gloomy Puppet Show is on-screen
Branch Check if Lilith is ascending
If true - check if Lilith's position is 8-units or greater
If false - Allocate Soul Flash Air-State
f(x) Determine punch strength
f(x) Execute special move
0x4DF9A - Dark Force LI
Condition Description

Jedah Conditions

0x50C4A - Dio Sega Wheel
Condition Description
Check if Dio Sega is on-screen
Branch Check if Jedah is in an air-state
If true - Check if Jedah's Y-position is 20 or greater (standing state is 28)
Comment In Dark Force, there is no Y-Position restriction
f (x) If True - Check Air-Special conditions
f (x) If True - Determine punch strength
f (x) If True - Execute special move (air-state)
f (x) If false - Check that player is not in an air-state
If false - Allocate Dio Sega
f (x) If false - Determine punch strength
f (x) If false - Execute special move (ground-state)
0x50CA0 - Splecio Guard Cancel
Condition Description
Check that Jedah is in block-stun
Allocate Splecio
Add 14 frames of invincibility
f (x) Check Guard cancel Conditions & Tables - Auto/Manual Mode
f (x) Determine kick strength
f (x) Execute special move
0x50CC6 - Finale Rosso Pit Super
Condition Description
f (x) Character is not in the air
Allocate & Execute EX move
Comment Lots of common commands are hard coded into the data of this super, not the OpCode
0x50CE8 - Prova di Servo Hand Super
Condition Description
f (x) Character is not in the air
Allocate & Execute EX move
Comment Lots of common commands are hard coded into the data of this super, not the OpCode
0x50D0A - Ira Spinta Air Grab
Condition Description
f (x) If character is in the air - added processing
Allocate Ira Spinta Air Grab
f (x) Determine kick strength
f (x) Execute special move
0x50D2A - Nero Fatica Swipe
Condition Description
f(x) Character is not in the air
Allocate Nero Fatica Swipe
f (x) Determine punch strength
f (x) Execute special move
0x50D46 - San Bassale Command Throw
Condition Description
Character is crouching or in hit-stun
f (x) Command throw conditions
f (x) Character is not in the air
Allocate an Bassale Command Throw
(x) Determine punch strength
f (x) Execute special move
0x50D80 - Taunt
Condition Description
Check player's remaining-taunts value
f (x) Character is not in the air
Reduce remaining-taunt value by 01
Allocate & Execute taunt
0x52F40- Dark Force JE
Condition Description

Oboro Conditions

0x5359E - KibiTsukane SpookyGhost
Condition Description
f(x) Character is not in the air
Allocate KibiTsukane SpookyGhost
f (x) Determine kick strength
f (x) Execute special move
0x535B8 - NukienZan
Condition Description
f(x) Character is not in the air
Allocate NukienZan
f (x) Determine punch strength
f (x) Execute special move
0x535D2 - OniNaburi Tiger Knee
Condition Description
f(x) Character is not in the air
Allocate NukienZan
f (x) Determine punch strength
f (x) Execute special move
0x535EC - Kienzen
Condition Description
Branch Check if Oboro is in block stun
If true - forces Oboro to begin Guard Cancel tasks
If true - Add 13-frames of invincibility
f (x) If true - Check Guard cancel Conditions & Tables - Auto/Manual Mode
f (x) If false - Character is not in the air
If false - Allocate Kienzan
f (x) If false - Determine punch strength
f (x) If false - Execute special move
0x53624 - IaiGiri High
Condition Description
f (x) Character is not in the air
Allocate Iai Giri High
f (x) Determine punch strength
f (x) Execute special move
Clear charge time
0x53646 - IaiGiri Low
Condition Description
f (x) Character is not in the air
Allocate Iai Giri Low
f (x) Determine kick strength
f (x) Execute special move
Clear charge time
0x53680 - Kirisute Gomen "Command Throw
Condition Description
Character is crouching or in hit-stun
f (x) Command throw conditions
f (x) Character is not in the air
Allocate Kirisute Gomen - Command Throw
f (x) Determine punch strength
f (x) Execute special move
0x536B8 - KimenKudaki Hand-Grab
Condition Description
f (x) Character is not in the air
Allocate + Execute Onikubi - Hand Grab
0x536D4 - Enma Ishi Bricks
Condition Description
Player has a projectile on-screen
Comment Check does not work! - Fail if 0xFFF9BE = 0. (Defaults to 20)
f (x) Character air-state check
Allocate EnmaIshi Bricks
f(x) Determine kick strength
Comment Kick strength is redundant because Oboro only has one version of the super
0x536FC - Togakubi Sarashi Slap Chop
Condition Description
Check Pursuit/OTG-Hit restriction timer
Check if opponent is in a K.O.-state
Check if opponent is facing left
f (x) Check if Oboro in the air
Allocate & Execute Togakubi Sarashi - Slap-Chop
add 80 to the Pursuit/OTG-Hit restriction timer
0x53798 - KibiTsukane SpookyGhost/Taunt
Condition Description
Comment OxFF8506 = 0x16
Comment No execution command exist in this operation. Unfinished Taunt?
0x537AE - Taunt
Condition Description
Check player's remaining-taunts value
f (x) Character is not in the air
Allocate & Execute taunt
Reduce remaining-taunt value by 01

Data Tables / Data Structures

High Score Values

https://twitter.com/VMP_KyleW/status/1160276263233130496

Character Names nested with the Debug Menu

https://twitter.com/VMP_KyleW/status/1057131202488938496

Service Menus

https://twitter.com/VMP_KyleW/status/1153068883281973248

Staff Credits

https://twitter.com/VMP_KyleW/status/1153095633370095616

Service Menu - Sub-menus

https://twitter.com/VMP_KyleW/status/1153095086944579584
0x2358 - Service Menu Defaults per Region
0x2366 - 0x2394 Japan
0x2395 - 0x23C3 USA
0x23C4 - 0x23F4 Hispanic
0x23F5 - 0x2425 Oceania
0x2426 - 0x2456 Asia
0x2457 - 0x2485 Euro
0x2486 - 0x24B2 Brazil
0x28D50 - Tech-Hit Chance Tables
https://twitter.com/Kajoq/status/821860574103474178
0xBD87A - Walk speeds
Although there is a table for Anak and Lei Lei it only Lei Lei back walk speed is used.
The table is set for 32 characters even though not all of them are used.
0xBDB7A - Normal Jumps
Anak it lists anak having a neutral jump again not used.
The table is set for 32 characters even though not all of are used.
0x13012 - Credits ASCII
Palette Tables
http://wiki.mizuumi.net/w/Vampire_Savior/Hacks#R.O.M._Manipulation_-_Color_Palettes
FFF200 - Win-Quote Data
  • +0x1C pointer to the start of text (Memory only)
  • +0x30 pointer to the ROM location (Rom data is different then what is shown in memory)
  • +0x4A pointer to text alignment

Color Palettes

WARNING, USING COLOR HACKS ON GGPO OR FIGHTCADE WILL CAUSE DESYNCING

Example
Example

Do not use color hacks online; make sure you have a backup.

The locations below are ROM locations, which can be accessed to manipulate the base color palettes of sprites. It's a lot of work, but is the opportunity for a full custom color hack.

Bulleta (BB Hood)

Sprites

LP Location 0000C1AC
MP Location 0000C22C
HP Location 0000C2AC
LK Location 0000C32C
MK Location 0000C3AC
HK Location 0000C42C
3P Location 0000C4AC 
3K Location 0000C52C
AP Location 0000C5AC
AK Location 0000C62C

Versus Screen/Character Select Portraits

LP 0002BF0C
MP 0002C10C
HP 0002C30C
LK 0002C50C
MK 0002C70C
HL 0002C90C
3P 0002CB0C
3K 0002CD0C
AP Location
AK Location

Character Select Icon

000237AC

Demitri Maximov

Sprites

LP Location Frame 1 0000C6AC
LP Location Frame 2 0001ACCC

MP Location Frame 1 0000C72C
MP Location Frame 2 0001ACEC

HP Location Frame 1 0000C7AC
HP Location Frame 2 0001AD0C

LK Location Frame 1 0000C82C
LK Location Frame 2 0001AD2C

MK Location Frame 1 0000C8AC
MK Location Frame 2 0001AD4C

HK Location Frame 1 0000C92C
HK Location Frame 2 0001AD6C

3P Location Frame 1 0000C9AC
3P Location Frame 2 0001AD8C

3K Location Frame 1 0000CA2C
3K Location Frame 2 0001ADAC

AP Location Frame 1
AP Location Frame 2

AK Location Frame 1
AK Location Frame 2

Versus Screen/Character Select Portraits

LP 0002BF2C
MP 0002C12C
HP 0002C32C
LK 0002C52C
MK 0002C72C
HK 0002C92C
3P 0002CB2C
3K 0002CD2C

Character Select Icon

000237CC

Gallon (Jon Talbain)

Sprites

LP Location 0000CBAC
MP Location 0000CC2C
HP Location 0000CCAC
LK Location 0000CD2C
MK Location 0000CDAC
HK Location 0000CE2C
3P Location 0000CEAC
3K Location 0000CF2C
AP Location 0000CFAC
AK Location 0000D02C

Versus Screen/Character Select Portraits

LP 0002BF4C
MP 0002C14C
HP 0002C34C
LK 0002C54C
MK 0002C74C
HK 0002C94C
3P 0002CB4C
3K 0002CD4C

Character Select Icon

000237EC

Victor von Geldenheim

Sprites

LP Location 0000D0AC
MP Location 0000D12C
HP Location 0000D1AC
LK Location 0000D22C
MK Location 0000D2AC
HK Location 0000D32C
3P Location 0000D3AC
3K Location 0000D42C
AP Location 0000D4AC
AK Location 0000D52C

Versus Screen/Character Select Portraits

LP 0002BF6C
MP 0002C16C
HP 0002C36C
LK 0002C56C
MK 0002C76C
HK 0002C96C
3P 0002CB6C
3K 0002CD6C 
AP Location
AK Location

Character Select Icon

0002380C

Zabel Zarock (Lord Raptor)

Sprites

LP Location 0000D5AC
MP Location 0000D62C
HP Location 0000D6AC
LK Location 0000D72C
MK Location 0000D7AC
HK Location 0000D82C
3P Location 0000D8AC
3K Location 0000D92C
AP Location 0000D9AC
AK Location 0000DA2C

Versus Screen/Character Select Portraits

LP 0002BF8C
MP 0002C18C
HP 0002C38C
LK 0002C58C
MK 0002C78C
HK 0002C98C
3P 0002CB8C
3K 0002CD8C 
AP Location
AK Location

Character Select Icon

0002382C

Morrigan Aensland

Sprites

LP Location 0000DAAC
MP Location 0000DB2C
HP Location 0000DBAC
LK Location 0000DC2C
MK Location 0000DCAC
HK Location 0000DD2C
3P Location 0000DDAC
3K Location 0000DE2C
AP Location 0000DEAC
AK Location 0000DF2C

Versus Screen/Character Select Portraits

LP 0002BFAC
MP 0002C1AC
HP 0002C3AC
LK 0002C5AC
MK 0002C7AC
HK 0002C9AC
3P 0002CBAC
3K 0002CDAC 
AP Location
AK Location

Character Select Icon

0002384C

Victory Portraits

LP 0002D92C - 0002D9C9
MP
HP
LK
MK
HK
3P
3K 
AP Location
AK Location

Anakaris

Sprites

LP Location 0000DFAC
MP Location 0000E02C
HP Location 0000E0AC
LK Location 0000E12C
MK Location 0000E1AC
HK Location 0000E22C
3P Location 0000E2AC
3K Location 0000E32C 
AP Location 0000E3AC
AK Location 0000E42C

Versus Screen/Character Select Portraits

LP 0002BFCC
MP 0002C1CC
HP 0002C3CC
LK 0002C5CC
MK 0002C7CC
HK 0002C9CC
3P 0002CBCC
3K 0002CDCC 
AP Location
AK Location

Character Select Icon

0002386C

Felicia

Sprites

LP Location 0000E4AC
MP Location 0000E52C
HP Location 0000E5AC
LK Location 0000E62C
MK Location 0000E6AC
HK Location 0000E72C
3P Location 0000E7AC
3K Location 0000E82C 
AP Location 0000E8AC
AK Location 0000E92C

Versus Screen/Character Select Portraits

LP 0002BFEC
MP 0002C1EC
HP 0002C3EC
LK 0002C5EC
MK 0002C7EC
HK 0002C9EC
3P 0002CBEC
3K 0002CDEC  
AP Location
AK Location

Character Select Icon

0002388C

Bishamon

Sprites

LP Location 0000E9AC
MP Location 0000EA2C
HP Location 0000EAAC
LK Location 0000EB2C
MK Location 0000EBAC
HK Location 0000EC2C
3P Location 0000ECAC
3K Location 0000ED2C  
AP Location 0000EEAC
AK Location 0000EF2C

Versus Screen/Character Select Portraits

LP 0002C00C
MP 0002C20C
HP 0002C40C
LK 0002C60C
MK 0002C80C
HK 0002CA0C
3P 0002CC0C
3K 0002CE0C  
AP Location
AK Location

Character Select Icon

000238AC

Aulbath (Rikuo)

Sprites

LP Location 0000EEAC
MP Location 0000EF2C
HP Location 0000EFAC
LK Location 0000F02C
MK Location 0000F0AC
HK Location 0000F12C
3P Location 0000F1AC
3K Location 0000F22C
AP Location 0000F2AC
AK Location 0000F32C

Versus Screen/Character Select Portraits

LP 0002C02C
MP 0002C22C
HP 0002C42C
LK 0002C62C
MK 0002C82C
HK 0002CA2C
3P 0002CC2C
3K 0002CE2C  
AP Location
AK Location

Character Select Icon

000238CC

Sasquatch

Sprites

LP Location 0000F3AC
MP Location 0000F42C
HP Location 0000F4AC
LK Location 0000F52C
MK Location 0000F5AC
HK Location 0000F62C
3P Location 0000F6AC
3K Location 0000F72C
AP Location 0000F7AC
AK Location 0000F82C


Versus Screen/Character Select Portraits

LP 0002C04C
MP 0002C24C
HP 0002C44C
LK 0002C64C
MK 0002C84C
HK 0002CA4C
3P 0002CC4C
3K 0002CE4C  
AP Location
AK Location

Character Select Icon

000238EC

Q-Bee

Sprites

LP Location 0000FCAC
MP Location 0000FD2C
HP Location 0000FDAC
LK Location 0000FE2C
MK Location 0000FEAC
HK Location 0000FF2C
3P Location 0000FFAC
3K Location 0001002C
AP Location 000100AC
AK Location 0001012C

Versus Screen/Character Select Portraits

LP 0002C08C
MP 0002C28C
HP 0002C48C
LK 0002C68C
MK 0002C88C
HK 0002CA8C
3P 0002CC8C
3K 0002CE8C  
AP Location
AK Location

Character Select Icon

0002392C

Lei Lei (Hsien-Ko)

Sprites

LP Location 000101AC
MP Location 0001022C
HP Location 000102AC
LK Location 0001032C
MK Location 000103AC
HK Location 0001042C
3P Location 000104AC
3K Location 0001052C
AP Location 000105AC
AK Location 0001062C

Versus Screen/Character Select Portraits

LP 0002C0AC
MP 0002C2AC
HP 0002C4AC
LK 0002C6AC
MK 0002C8AC
HK 0002CAAC
3P 0002CCAC
3K 0002CEAC  
AP Location
AK Location

Character Select Icon

0002394C

Lilith

Sprites

LP Location 000106AC
MP Location 0001072C
HP Location 000107AC
LK Location 0001082C
MK Location 000108AC
HK Location 0001092C
3P Location 000109AC
3K Location 00010A2C
AP Location 00010AAC
AK Location 00010B2C

Versus Screen/Character Select Portraits

LP 0002C0CC
MP 0002C2CC
HP 0002C4CC
LK 0002C6CC
MK 0002C8CC
HK 0002CACC
3P 0002CCCC
3K 0002CECC  
AP Location
AK Location

Character Select Icon

0002396C

Jedah

Sprites

LP Location 00010BAC
MP Location 00010C2C
HP Location 00010CAC
LK Location 00010D2C
MK Location 00010DAC
HK Location 00010E2C
3P Location 00010EAC
3K Location 00010F2C
AP Location 00010FAC
AK Location 0001102C

Blood shared with all of Jedah's palettes
1FAEC to 1FB2BB

Versus Screen/Character Select Portraits

LP 0002C0EC
MP 0002C2EC
HP 0002C4EC
LK 0002C6EC
MK 0002C8EC
HK 0002CAEC
3P 0002CCEC
3K 0002CEEC  
AP Location
AK Location

Character Select Icon

0002398C

Backgrounds

Character Select

NOTE This still does not get all the pink around the character portraits.

Start 0005189C
End   00051A5B

Misc. Locations

Hud

Lifebar and super meter

1A6EC

Life bar blending

Note: You only need to edit the one color on each line.

293FC
2941C
2943C
2945C
2947C

Combo Number/Wincounter/Combo Text

1A70C

Flash Combo Counter/Timer/Fight Logo

1A72C



General
FAQ
Controls
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Characters
Anakaris
Aulbath
Bishamon
Bulleta
Demitri
Felicia
Gallon
Jedah
Lei-Lei
Lilith
Morrigan
Q-Bee
Sasquatch
Victor
Zabel
Mechanics
Other
Hacks