Stock mvsc Euro 980123: selected 68000 instruction excerpts Source identity: chun-li/provenance.json in the downloadable archive, also published as /blog/mvsc-mash/evidence/provenance.json. These are CPU addresses in the decrypted opcode view, not patch offsets in a ROM member. The bytes shown are decrypted instructions. Ordinary absolute ROM data requires the data view. Addresses below $080000 belong to program ROM03; $080000-$0FFFFF belong to ROM04. Runtime fields such as fighter+$D4 are RAM, not chip offsets. Fragments intentionally omit surrounding setup, gates and cleanup. See the associated receipts and runtime logs for reachability and scope. No full ROM or full linear disassembly is included. ## Input edge construction ($0136BC) $0136BC 46 41 not.w d1 $0136BE c0 41 and.w d1, d0 $0136C0 3d 40 00 d4 move.w d0, $d4(a6) $0136C4 3d 40 00 da move.w d0, $da(a6) ## Common direction / attack helpers ($01A3A8) $01A3A8 4a 2e 00 03 tst.b $3(a6) $01A3AC 67 00 00 62 beq.w $1a410 $01A3B0 4a 2e 02 b9 tst.b $2b9(a6) $01A3B4 66 10 bne.b $1a3c6 $01A3B6 30 2e 00 d4 move.w $d4(a6), d0 $01A3BA 02 40 00 0f andi.w #$f, d0 $01A3BE 67 06 beq.b $1a3c6 $01A3C0 00 3c 00 01 ori.b #$1, ccr $01A3C4 4e 75 rts $01A3C6 02 3c 00 fe andi.b #$fe, ccr $01A3CA 4e 75 rts $01A3CC 4a 2e 00 03 tst.b $3(a6) $01A3D0 67 3e beq.b $1a410 $01A3D2 4a 2e 02 b9 tst.b $2b9(a6) $01A3D6 66 10 bne.b $1a3e8 $01A3D8 30 2e 00 d4 move.w $d4(a6), d0 $01A3DC 02 40 07 70 andi.w #$770, d0 $01A3E0 67 06 beq.b $1a3e8 $01A3E2 00 3c 00 01 ori.b #$1, ccr $01A3E6 4e 75 rts $01A3E8 02 3c 00 fe andi.b #$fe, ccr $01A3EC 4e 75 rts ## Gold Proton Cannon: timer initialization ($02A8E2) $02A8E2 1d 7c 00 60 00 4e move.b #$60, $4e(a6) $02A8E8 42 2e 00 4f clr.b $4f(a6) $02A8EC 42 2e 00 50 clr.b $50(a6) ## Gold Proton Cannon: missile cadence ($02A90E) $02A90E 52 2e 00 50 addq.b #$1, $50(a6) $02A912 10 2e 00 50 move.b $50(a6), d0 $02A916 12 00 move.b d0, d1 $02A918 02 00 00 03 andi.b #$3, d0 $02A91C 66 10 bne.b $2a92e $02A91E e4 09 lsr.b #$2, d1 $02A920 02 01 00 03 andi.b #$3, d1 $02A924 10 3c 00 0e move.b #$e, d0 $02A928 4e b9 00 09 4d 7a jsr $94d7a.l ## Gold Proton Cannon: countdown ($02A944) $02A944 53 2e 00 4e subq.b #$1, $4e(a6) $02A948 66 00 e9 e0 bne.w $2932a ## Gold Proton Cannon: new direction reimburses one tick ($02A9CA) $02A9CA 4a 2e 00 03 tst.b $3(a6) $02A9CE 67 0c beq.b $2a9dc $02A9D0 4e b9 00 01 a3 a8 jsr $1a3a8.l $02A9D6 64 04 bcc.b $2a9dc $02A9D8 52 2e 00 4e addq.b #$1, $4e(a6) $02A9DC 4e 75 rts ## Ryu beam: mash credits ($0478FE) $0478FE 70 0c moveq #$c, d0 $047900 4a 2e 00 03 tst.b $3(a6) $047904 66 02 bne.b $47908 $047906 70 18 moveq #$18, d0 $047908 3d 40 03 82 move.w d0, $382(a6) ## Ryu beam: active timer ($047926) $047926 3d 7c 00 40 00 4e move.w #$40, $4e(a6) ## Ryu beam: spend credit or decrement timer ($047AB0) $047AB0 4a 6e 03 82 tst.w $382(a6) $047AB4 67 0e beq.b $47ac4 $047AB6 4e b9 00 01 a3 cc jsr $1a3cc.l $047ABC 64 06 bcc.b $47ac4 $047ABE 53 6e 03 82 subq.w #$1, $382(a6) $047AC2 60 1e bra.b $47ae2 $047AC4 53 6e 00 4e subq.w #$1, $4e(a6) $047AC8 66 18 bne.b $47ae2 $047ACA 54 6e 00 08 addq.w #$2, $8(a6) $047ACE 70 2e moveq #$2e, d0 $047AD0 72 0a moveq #$a, d1 $047AD2 0c 2e 00 04 00 b4 cmpi.b #$4, $b4(a6) $047AD8 66 02 bne.b $47adc $047ADA 72 0e moveq #$e, d1 $047ADC 4e f9 00 01 35 e6 jmp $135e6.l $047AE2 4e f9 00 00 1d d8 jmp $1dd8.l ## Ken-mode Shinryuken: new press accelerates animation ($048428) $048428 30 2e 00 d4 move.w $d4(a6), d0 $04842C 02 40 07 70 andi.w #$770, d0 $048430 67 06 beq.b $48438 $048432 3d 7c 00 01 00 3e move.w #$1, $3e(a6) $048438 4e b9 00 00 1d d8 jsr $1dd8.l ## Kikosho: initialize budget ($04E2A4) $04E2A4 3d 7c 00 08 03 98 move.w #$8, $398(a6) $04E2AA 70 2e moveq #$2e, d0 ## Kikosho: add repeat to child object ($04E2F4) $04E2F4 4a 6e 03 98 tst.w $398(a6) $04E2F8 67 1e beq.b $4e318 $04E2FA 4e b9 00 01 a3 cc jsr $1a3cc.l $04E300 64 16 bcc.b $4e318 $04E302 53 6e 03 98 subq.w #$1, $398(a6) $04E306 30 2e 03 98 move.w $398(a6), d0 $04E30A 02 40 00 01 andi.w #$1, d0 $04E30E 66 08 bne.b $4e318 $04E310 20 6e 03 92 movea.l $392(a6), a0 $04E314 52 68 00 50 addq.w #$1, $50(a0) $04E318 4e 75 rts ## Kikosho child: initial repeats ($0986FA) $0986FA 3d 7c 00 08 00 50 move.w #$8, $50(a6) $098700 1d 7c 00 40 00 80 move.b #$40, $80(a6) ## Kikosho child: rearm attack and consume repeat ($09879A) $09879A 32 3c 00 40 move.w #$40, d1 $09879E 0c 6e 00 01 00 50 cmpi.w #$1, $50(a6) $0987A4 66 04 bne.b $987aa $0987A6 32 3c 00 41 move.w #$41, d1 $0987AA 1d 41 00 80 move.b d1, $80(a6) $0987AE 42 2e 00 84 clr.b $84(a6) $0987B2 42 2e 00 86 clr.b $86(a6) $0987B6 4a 2e 00 02 tst.b $2(a6) $0987BA 66 06 bne.b $987c2 $0987BC 52 6d c0 26 addq.w #$1, -$3fda(a5) $0987C0 60 04 bra.b $987c6 $0987C2 52 6d c0 28 addq.w #$1, -$3fd8(a5) $0987C6 61 00 00 3c bsr.w $98804 $0987CA 53 6e 00 50 subq.w #$1, $50(a6) $0987CE 64 22 bcc.b $987f2 $0987D0 54 6e 00 04 addq.w #$2, $4(a6) ## Senretsukyaku: human / CPU budget and timer ($04E348) $04E348 3d 7c 00 3c 03 98 move.w #$3c, $398(a6) $04E34E 4a 2e 00 03 tst.b $3(a6) $04E352 66 06 bne.b $4e35a $04E354 3d 7c 00 14 03 98 move.w #$14, $398(a6) $04E35A 3d 7c 00 3c 00 4e move.w #$3c, $4e(a6) ## Senretsukyaku: skip decrement on accepted press ($04E440) $04E440 4a 6e 03 98 tst.w $398(a6) $04E444 67 0e beq.b $4e454 $04E446 4e b9 00 01 a3 cc jsr $1a3cc.l $04E44C 64 06 bcc.b $4e454 $04E44E 53 6e 03 98 subq.w #$1, $398(a6) $04E452 4e 75 rts $04E454 53 6e 00 4e subq.w #$1, $4e(a6) $04E458 66 2c bne.b $4e486 $04E45A 54 6e 00 08 addq.w #$2, $8(a6) ## Hulk Gamma Wave: fixed child cadence ($09F596) $09F596 53 2e 00 4e subq.b #$1, $4e(a6) $09F59A 66 00 fe 9c bne.w $9f438 $09F59E 1d 7c 00 0a 00 4e move.b #$a, $4e(a6) $09F5A4 60 00 fe 94 bra.w $9f43a ## Hulk Gamma Quake: 48-update timer ($0A96DA) $0A96DA 1d 7c 00 30 00 4e move.b #$30, $4e(a6) ## Hulk Gamma Quake: eleven scheduled rocks ($0A96F6) $0A96F6 53 2e 00 4e subq.b #$1, $4e(a6) $0A96FA 67 20 beq.b $a971c $0A96FC 10 2e 00 4e move.b $4e(a6), d0 $0A9700 02 00 00 03 andi.b #$3, d0 $0A9704 66 00 fe ea bne.w $a95f0 $0A9708 52 2e 00 4f addq.b #$1, $4f(a6) $0A970C 02 2e 00 01 00 4f andi.b #$1, $4f(a6) $0A9712 12 2e 00 4f move.b $4f(a6), d1 $0A9716 70 02 moveq #$2, d0 $0A9718 60 00 fe d8 bra.w $a95f2 ## Hulk Gamma Crush: held direction chooses trajectory ($031C4C) $031C4C 10 2e 01 50 move.b $150(a6), d0 $031C50 4a 2e 00 03 tst.b $3(a6) $031C54 67 04 beq.b $31c5a $031C56 10 2e 00 d7 move.b $d7(a6), d0 $031C5A 12 00 move.b d0, d1 $031C5C 02 01 00 02 andi.b #$2, d1 $031C60 67 06 beq.b $31c68 $031C62 42 6e 03 80 clr.w $380(a6) $031C66 4e 75 rts $031C68 12 00 move.b d0, d1 $031C6A 02 01 00 01 andi.b #$1, d1 $031C6E 67 08 beq.b $31c78 $031C70 3d 7c 00 02 03 80 move.w #$2, $380(a6) $031C76 4e 75 rts $031C78 12 00 move.b d0, d1 $031C7A 02 01 00 0f andi.b #$f, d1 $031C7E 67 08 beq.b $31c88 $031C80 3d 7c 00 04 03 80 move.w #$4, $380(a6) $031C86 4e 75 rts $031C88 20 6e 00 c0 movea.l $c0(a6), a0 $031C8C 30 28 00 0c move.w $c(a0), d0 ## Wolverine Berserker Barrage: punch continuation latch ($0352CA) $0352CA 4a 2e 00 4f tst.b $4f(a6) $0352CE 6e 18 bgt.b $352e8 $0352D0 0c 2e 00 01 00 4e cmpi.b #$1, $4e(a6) $0352D6 6f 10 ble.b $352e8 $0352D8 30 2e 00 d4 move.w $d4(a6), d0 $0352DC 02 40 00 70 andi.w #$70, d0 $0352E0 67 00 00 06 beq.w $352e8 $0352E4 50 ee 00 4f st.b $4f(a6) $0352E8 4e 75 rts $0352EA 53 2e 00 4e subq.b #$1, $4e(a6) $0352EE 6b 40 bmi.b $35330 $0352F0 7c 02 moveq #$2, d6 $0352F2 0a 2e 00 01 00 50 eori.b #$1, $50(a6) $0352F8 66 0e bne.b $35308 $0352FA 7c 00 moveq #$0, d6 $0352FC 4a 2e 00 03 tst.b $3(a6) $035300 67 06 beq.b $35308 $035302 4a 2e 00 4f tst.b $4f(a6) $035306 6a 28 bpl.b $35330 $035308 61 00 03 52 bsr.w $3565c ## Wolverine Tornado Claw: current or buffered punches ($034A8E) $034A8E 34 2e 00 d4 move.w $d4(a6), d2 $034A92 84 6e 00 de or.w $de(a6), d2 $034A96 02 42 00 70 andi.w #$70, d2 $034A9A 67 0a beq.b $34aa6 $034A9C 3d 7c 00 01 00 4e move.w #$1, $4e(a6) ## Morrigan Soul Eraser: direction flag and limited button extension ($05FD96) $05FD96 42 2e 03 90 clr.b $390(a6) $05FD9A 4e b9 00 01 a3 a8 jsr $1a3a8.l $05FDA0 64 0a bcc.b $5fdac $05FDA2 4a 2e 00 03 tst.b $3(a6) $05FDA6 67 04 beq.b $5fdac $05FDA8 50 ee 03 90 st.b $390(a6) $05FDAC 4e b9 00 01 a3 cc jsr $1a3cc.l $05FDB2 64 14 bcc.b $5fdc8 $05FDB4 4a 2e 00 03 tst.b $3(a6) $05FDB8 67 0e beq.b $5fdc8 $05FDBA 4a 2e 03 91 tst.b $391(a6) $05FDBE 67 08 beq.b $5fdc8 $05FDC0 53 2e 03 91 subq.b #$1, $391(a6) $05FDC4 52 6e 00 4e addq.w #$1, $4e(a6) ## Morrigan satellites: direction flag doubles orbit step ($081298) $081298 10 2e 00 bc move.b $bc(a6), d0 $08129C d1 2e 00 4c add.b d0, $4c(a6) $0812A0 20 6e 00 54 movea.l $54(a6), a0 $0812A4 4a 28 03 90 tst.b $390(a0) $0812A8 67 04 beq.b $812ae $0812AA d1 2e 00 4c add.b d0, $4c(a6) ## Shadow Lady Big Bang Laser: budget and countdown ($06AC5C) $06AC5C 4a 6e 03 98 tst.w $398(a6) $06AC60 67 10 beq.b $6ac72 $06AC62 4e b9 00 01 a3 cc jsr $1a3cc.l $06AC68 64 08 bcc.b $6ac72 $06AC6A 53 6e 03 98 subq.w #$1, $398(a6) $06AC6E 60 00 00 1a bra.w $6ac8a $06AC72 53 6e 00 4e subq.w #$1, $4e(a6) $06AC76 64 12 bcc.b $6ac8a $06AC78 54 6e 00 08 addq.w #$2, $8(a6) ## Hyper Mega Man: accelerated emission schedule ($06455E) $06455E 53 6e 00 50 subq.w #$1, $50(a6) $064562 67 1e beq.b $64582 $064564 4e b9 00 01 a3 cc jsr $1a3cc.l $06456A 64 36 bcc.b $645a2 $06456C 52 2e 03 ad addq.b #$1, $3ad(a6) $064570 0c 2e 00 01 03 ad cmpi.b #$1, $3ad(a6) $064576 6d 2a blt.b $645a2 $064578 42 2e 03 ad clr.b $3ad(a6) $06457C 59 6e 00 50 subq.w #$4, $50(a6) $064580 6e 20 bgt.b $645a2 $064582 32 2e 00 0a move.w $a(a6), d1 $064586 30 3b 10 1c move.w $645a4(pc, d1.w), d0 $06458A 0c 40 ff ff cmpi.w #$ffff, d0 $06458E 67 12 beq.b $645a2 $064590 58 6e 00 0a addq.w #$4, $a(a6) $064594 4e b9 00 0a 86 0e jsr $a860e.l ## Hyper Roll: accelerated emission schedule ($042E56) $042E56 53 6e 00 50 subq.w #$1, $50(a6) $042E5A 67 1e beq.b $42e7a $042E5C 4e b9 00 01 a3 cc jsr $1a3cc.l $042E62 64 36 bcc.b $42e9a $042E64 52 2e 03 ad addq.b #$1, $3ad(a6) $042E68 0c 2e 00 01 03 ad cmpi.b #$1, $3ad(a6) $042E6E 6d 2a blt.b $42e9a $042E70 42 2e 03 ad clr.b $3ad(a6) $042E74 59 6e 00 50 subq.w #$4, $50(a6) $042E78 6e 20 bgt.b $42e9a $042E7A 32 2e 00 0a move.w $a(a6), d1 $042E7E 30 3b 10 1c move.w $42e9c(pc, d1.w), d0 $042E82 0c 40 ff ff cmpi.w #$ffff, d0 $042E86 67 12 beq.b $42e9a $042E88 58 6e 00 0a addq.w #$4, $a(a6) $042E8C 4e b9 00 0a ca ea jsr $acaea.l ## Venom Web Throw: 22 events buy an animation loop ($03B03A) $03B03A 30 2e 00 da move.w $da(a6), d0 $03B03E 02 40 00 7f andi.w #$7f, d0 $03B042 67 0c beq.b $3b050 $03B044 53 2e 00 51 subq.b #$1, $51(a6) $03B048 66 06 bne.b $3b050 $03B04A 3d 7c 01 ff 00 50 move.w #$1ff, $50(a6) $03B050 4e 75 rts ## Red Venom Web Throw: corresponding threshold ($067F16) $067F16 30 2e 00 da move.w $da(a6), d0 $067F1A 02 40 00 7f andi.w #$7f, d0 $067F1E 67 0c beq.b $67f2c $067F20 53 2e 00 51 subq.b #$1, $51(a6) $067F24 66 06 bne.b $67f2c $067F26 3d 7c 01 ff 00 50 move.w #$1ff, $50(a6) $067F2C 4e 75 rts ## Red Venom Venom Rush: accumulate kicks and repeat ($068024) $068024 30 2e 00 d4 move.w $d4(a6), d0 $068028 81 6e 03 98 or.w d0, $398(a6) $06802C 4e 75 rts $06802E 72 ff moveq #$ff, d1 $068030 30 2e 00 d4 move.w $d4(a6), d0 $068034 80 6e 00 de or.w $de(a6), d0 $068038 80 6e 03 98 or.w $398(a6), d0 $06803C 02 40 07 00 andi.w #$700, d0 $068040 67 20 beq.b $68062 $068042 52 2e 00 50 addq.b #$1, $50(a6) $068046 70 00 moveq #$0, d0 $068048 3d 40 00 de move.w d0, $de(a6) $06804C 3d 40 03 98 move.w d0, $398(a6) $068050 72 00 moveq #$0, d1 $068052 08 00 00 08 btst.b #$8, d0 $068056 66 0a bne.b $68062 $068058 72 02 moveq #$2, d1 $06805A 08 00 00 09 btst.b #$9, d0 $06805E 66 02 bne.b $68062 $068060 72 04 moveq #$4, d1 $068062 53 2e 00 50 subq.b #$1, $50(a6) $068066 6b 12 bmi.b $6807a $068068 4a 01 tst.b d1 $06806A 6b 30 bmi.b $6809c $06806C 70 2c moveq #$2c, d0 $06806E 06 41 00 40 addi.w #$40, d1 $068072 4e b9 00 01 35 e6 jsr $135e6.l ## Strider Ouroboros: owner punches create shots; cooldown ($093A56) $093A56 0c 68 00 00 00 06 cmpi.w #$0, $6(a0) $093A5C 66 1c bne.b $93a7a $093A5E 30 28 00 d4 move.w $d4(a0), d0 $093A62 02 40 00 70 andi.w #$70, d0 $093A66 67 12 beq.b $93a7a $093A68 70 00 moveq #$0, d0 $093A6A 4e b9 00 09 4a 72 jsr $94a72.l $093A70 1d 7c 00 16 00 b9 move.b #$16, $b9(a6) $093A76 53 2e 00 b9 subq.b #$1, $b9(a6)