fightings treet pc engine (J rev 5) Addresses 0A37 and 0A38 change each character's animation frames. Simply pause the game and disable the background layer for optimum ripping conditions! (trying to recolour too much causes the sprites to wig out a bit) (and the BG just loops so you can't scroll it away either) The graphics for Ryu and Ken are literal headswaps, in that their necks have gaps where their heads are to be placed. If anyone wants to rip from the tiles you can see for yourself...! 020C camera x-pos 0210 camera y-pos 057b timer (tens) 057C timer (seconds) 058A COM CHARACTER / STAGE SELECT (in single player will fight that character, in 2P VS will choose that background) 0 retsu 1 geki 2 joe 3 mike 4 lee 5 gen 6 birdie 7 eagle 8 adon 9 sagat A FREEZE 0598 p1 health 0A37 p1 anim frame 0A38 p2 anim frame 0A3B p1 y-pos 0A3C p2 y-pos 0A3D p1 crouching 0A3E p2 crouching 0A3F p1 x-pos 0A40 p2 x-pos 1C00~1DFF bg palettes? seems to occasionally corrupt player sprites, miscoloured tiles and whatnot 1E02~1E1F p1 palette [[[[[ISO has visible graphics, but stores them in a slightly wonky way