this was a reply in a thread regarding beta images, where he was replying to a post showing beta Choh Makaimura images (really nice stuff). being the final fight nut that I am (I can't get over that damn game all these years on - wow) - I must know - what do these hidden bits actually look like. I'd love to see. Guy in the original Final Fight - even if only 'bits' of him. edit: silly moi - wrong forum. any of you gents incharge of this establishment care to escort this thread to the appropriate vicinity? tah in advance.
I don't know if the graphics are in the cartridge but the text for them is. Probably with some hacking you may be able to find the graphics as well but since I'm no good at such stuff I really have no idea. There was loads of interesting stuff left in SFC games. Sanrio Smashball has a story about a worm or something in the hex all in English. NoComply found that one. Yakumo
ah right, thanks for the info. still, you have to wonder what the beta versions of SFC Final Fight where like, I mean at some stage, where they considering putting Cody in the game? maing it 2 player? adding the phone booths? leaving the missing level in?
SNES SFC Final Fight beta stuff I'm a huge Final Fight fan as well. A while back (about a year ago) I decided to do a thorough search of the SNES version, hoping to turn up any beta or cut features. First thing I noticed in the hex editor was a bunch of debug text (in plain ASCII) right at the beginning. It was difficult, but I managed to backtrack through the ASM code in a debugger, and enable the menu, Final Fight Test Mode: http://img.photobucket.com/albums/v622/JLukas/games/fftestm1.jpg Replace the 1 in the filename with 2-6 for more pictures. There's a Controller Test, VRAM viewer, and some other stuff. I also found a second in-game debug mode: http://img.photobucket.com/albums/v622/JLukas/games/ffdebug1.jpg Replace the 1 in the filename with 2-3 for more pictures. As you can see in picture 3 you can fire bullets by pressing A on Controller 2. As for the stuff that was cut (Guy, Industrial Area, Rolento, Phone Booth, etc.) they aren't in the data. The reason is simply there wasn't enough room to fit in 8 megabits. All the graphics are stored uncompressed, to prevent more slowdown than there already is. If you open the game in a SNES graphics editor, you can view all the graphics, just scroll down towards the end. You'll notice that it's all really packed in there without hardly any free space. Had they upgraded it to 12 megabit, or better programming allowing them to use compression without a big slowdown hit, they could've made it a more complete port. The names (Rolento, Phone Booth, etc.) are all still present in the text, however. In the Japanese version, Rolento's face icon is still there. In the US version, they replaced it with the new icon for Billy/Sid, who of course replaced Roxy/Poison. There's an unused Andore enemy, a palette swap with yellow clothing. Hmm, I can't remember if there was anything else noteworthy. In Final Fight Guy, they did re-add the Rolento stage music. You can hear it in the Options menu. Again, the Industrial Area itself or Rolento is nowhere to be found in the data. That should cover everything you were wondering about. Here's the codes if you want to try out the debug and test modes: ----- Pro Action Replay 7EFFFA01 Debug Mode Note: Debug options: 1. RGB menu - pause game, press Select. Hold the L shoulder button and press left/right on the d-pad to increase/decrease background display width. Hold the R shoulder button and press left/right on the d-pad to increase/decrease RGB values. Hold the R shoulder button and press up/down on the d-pad to change pages. 2. Hex editor display - pause game, press X. 3. Instant reset - hold Start, press Select. 4. Press A button on Controller 2 to fire bullets. Game Genie D4BD-DD01 Pause game to enter Test Mode ----- Have fun.
jesus christ! that was an excellent post indeed. I'm very thankful to you for all that info. really interesting stuff. makes me wonder if there's anything hidden in the actual Final Fight arcade code. have you checked out super ghouls and ghosts by any chance? maybe the proto images shown in that old EGM are still there?
if you were well off, in Japan you could afford a X68000 computer and a near-exact port of Final Fight, which came out before the Super Famicom Final Fight. X68k FF with nothing missing. The only thing was, there were no more than 4-5 enemies on screen at once, which made for a total of 6-7 larger charactors when playing in two player mode. just short of the max you could have in the arcade of 8-9 total charactors on screen at once including 2 players. X68k FF was unsurpassed in reproducing the arcade until the Capcom Classics Collection came out.
That's a very cool debug mode you found! However, I'm having trouble gettting the test mode to work. I've tried in an emulator (and on a UFO copier), editing $19801->02, but no test mode comes up. Any advice to get it to work? (I don't have a Game Genie here.)
The Test Mode code above is for the US version. Final Fight is LoROM, if you are changing the value manually in a hex editor, the offset is $009801, assuming no 512-byte copier header. The code changes the previous value, $0A, to $02. For the Japanese version, the hex editor offset is $00958A, and Game Genie code is D4B6-0469 Press Start to pause the game when you're playing a stage.
What about the Mega CD (japanese) Final Fight? Other than annoying sprite flickering I thought it was a very nice port. What was all that different?
well for one the megacd version had a much smaller colour pallet, the game looked a bit washed out - also the music was redone and I think it's fantastic but then again it's not faithful to the original arcade's which is some of the best arcade music ever in my opinion.
You've got to be joking ! The Arcade version of Final Fight has bloody awful sounding music. It makes the SFC version sound good. It's not the tunes that are bad but the instruments used. The Mega CD version though has some wonderful tunes. By the way, does anyone remember the CD single that came with the SFC version of Final Fight Guy? Yakumo
I actually like some of the songs in the Arcade version... but yeah, the Capcom music of that era is starting to grate on my nerves. And about the SFC version, I hadn't played it for years until I tried out the debug stuff, and the music is horrible, worse than I remembered and worse than the arcade. Of the versions of FF that I've played, I rank the music like this: 1) Mega CD 2) Arcade 3) Game Boy Advance (good "chippy" stype tunes) ∞) Super Famicom
The Industrial Area is sort of still included in the final release (that glass smashing bonus game is set in the Industrial Area stage background). I thought there's a yellow Andore who attacks you in the middle of Stage 3 (where your character is grabbed and dragged to some makeshift fighting ring)? That's not him? All in all, great finds! I love seeing stuff like this.
lol. I liked it alot, especially with the game being so action laden, it's very fitting of a 80s/90s martial arts movie. I may have bad taste in this regard I don't know. I did add the 'in my opinion' disclaimer though megacd version jazzed it up so much it was really amazing what they did. btw - I honestly feel that the best music on the SFC was in Cho Makaimura - followed by Final Fight. it's just really groovy (disclaimer: I may have bad taste).
the MegaCD / SegaCD version of Final Fight was very nice, but it was still a downgraded translation of the arcade, with somewhat less detailed background graphics than the arcade (but a lot more detailed than any of the Nintendo SFC/GBA versions) and also the Sega version had far less color than the arcade, although better music thanks to the CD-ROM. gameplay-wise the Sega version's punching speed was slower (slower than even the Nintendo versions), although you still had a complete translation of the arcade with all the levels, all three main players, and 2-player simultaneous gameplay. the Sharp X68000 version of Final Fight however was a direct port of the arcade with no noticable graphical downgrades. it was basicly, literally pixel for pixel. same backgrounds, same colors, same animations. the only difference was, a few less enemies on-screen at once than the arcade.
devilredeemed: I agree with you about Chomakaimura; though not all the songs are great, the ending music is fantastic! (I was listening to it just last night.) Does anybody else listen to it until the end? (8 minutes, 53 seconds...)
IIRC, the two Andores you fight there are blue and gray. There's definately an extra Andore, with a different name. BTW, here's one more screenshot I forgot about. http://img.photobucket.com/albums/v622/JLukas/games/ffmenu1.jpg A menu for selecting your stage, credits, etc. This one, however, appears to have been mostly deleted (I can't find the routines that control the menu iteslf, only the text printing data that allows it to be displayed on screen as you see there) I don't know what the first two options are used for.
I play the game alot but I'm really bad at it. I think level 2 music is as good as it gets for video games. it's just stunning. oh nostalgia.. thy is a bitch