I was recently contacted to participate in a hack of NES
Street Fighter III and although I was not interested at first after reviewing the game I found one of the most complete graphics engines I have ever seen.
It would definitely be a great opportunity to put all my creativity into practice, on the first night I had already extracted, analyzed and understood all the transition screens of the game, then I spent a good time studying the most optimal way to create new custom screens exploiting to the maximum system capabilities...

But despite the fact that the final result was really very attractive, it was not even half as great of what I had planned and it is that at the last moment I found an obstacle that worries me more and more and that is the changes of graphic banks...

I do not know if this is the technical name, but I mean that each screen according to the need is divided into one or more parts to use in each of those subsets different graphics cards simultaneously.

Knowing that I have the ability and the desire to make this game have nothing to envy to its 16-bit counterparts, I am very demotivated not being able to handle that section, so if someone has technical data on the operation of the fighting engine Hummer or you can help me understand how to work optimally with it, I will be eternally grateful.
0x010026 Pointers to some screens.
0x01204f Title screen
0x01c071 Change the second tab on the character selection screen.
Mario Fighter's screen uses a single graphics tab instead of two.
My title screen disassembled and explained, except for the first bit, since I do not know its function.