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11-21-17 01:38:16 PM

Jul - TCRF - Final Fight 2 New poll - New thread - New reply
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Rick
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Posted on 05-18-10 10:27:49 PM Link | Quote
While I only have a couple of things for this, it's entirely regional differences.

The first is on the first level boss, Won Won. In the Japanese version, he wields a cleaver, which is not in the American version.

The second is that of Leon and Robert in the American version. Like Sid and Billy, they are stand-ins for female enemies Mary and Eliza. The women even have their own sound effects, which are in the sound test of the American version, effectively rendering them unused. The palette for Leon is the same for the female Japanese counterpart, but Leon's female counterpart is completely different.

I'm not sure about compression as well, I'd have to find something to uncompress graphics with for this, but I wonder if more unused stuff is kicking around as well. Especially from the Proto version. I remember in either vol. 50-51 of Nintendo Power, there was a heavily different Final Fight 2 proto screenshots shown, compared to the review shown in the vol. 52.

It's a mystery to everybody, for now. Someone with more skills wanna join me in poking around at this game?
Rick
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Posted on 05-20-10 08:22:04 PM (last edited by Rick at 05-21-10 12:21 AM) Link | Quote
Okay, so double-posting, but I think I found a couple of unused enemies! I suppose it's worth it.

The only thing is, however, is that the unused enemies are Andore clones. However, they show up in the (U) and (J) ROM still, so they could very well be in there. I used Flying Omelette's method of opening SNES ROMs in Notepad to see if there was text. I came across all the names of the enemies, and I found the following:


(Ignore the little symbol bits beside the names, as far as I can tell, they mean nothing here.)

Note the highlighted names! I'm curious to see if they're still even in there. On the one hand, I can see why they were just not used, because that would render about 1/4th of the game's regular enemies being Andores. However, it would have spiced up the variety a little bit, since seeing Andore, Andore Jr., and G. Andore gets a little repetitive. Also, they would've been easy to program into the game because all the Andores have roughly the same AI, from what I've noticed.

Both U. Andore and F. Andore appear in the first Final Fight game only once in the third level, but they don't this one. I'm not sure how I'm going to do this, but later on, I'm gonna mess around and see if I can find an enemy modifier cheat. I'm going to venture a guess that the order of the enemies' names in Notepad are the order that the game has them in in the ROM. I'll probably have to figure out the code in the only way I know how; ZSNES's cheat search database.

Yeah so, if someone can hack a PAR code for me that can replace the first enemy in the game with another enemy, that would be uber helpful. I can't figure out how to do it myself. Been tryin' pretty hard to figure that one out.
Tauwasser
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Posted on 05-21-10 10:56:29 AM Link | Quote
Why don't you get a hex editor and dump strings the proper way instead of posting notepad pictures?

cYa,

Tauwasser
Rick
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Posted on 05-21-10 11:24:27 AM Link | Quote
Recommend a good one?

Anyway, I just more acted on curiosity and tried checking it out in Notepad than anything. When I heard about it, I was all "Oh, that's interesting" and decided to try it out. Hence, notepad image.
Xkeeper






Posted on 05-21-10 01:36:06 PM Link | Quote
translhextion
Xkeeper






Posted on 05-21-10 01:37:05 PM Link | Quote
Originally posted by Tauwasser
Why don't you get a hex editor and dump strings the proper way instead of posting notepad pictures?

cYa,

Tauwasser

also, lighten up. I'm not going to fault them for doing it in a way that works, as long as the end result is nice.
Rick
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Posted on 05-21-10 05:35:11 PM (last edited by Rick at 05-24-10 04:19 PM) Link | Quote
Now that Xkeeper has pointed me in the right direction as far as a hex editor goes, I've done a little more digging.

That area of the text is indeed the names of the enemies, but it also holds each of the enemies' pictures as well! Unsurprisingly, all the Andores, including the two unused ones, share the exact same picture, so there aren't any unused graphics in the life meter portraits.

EDIT: The PAR code 7E11CB?? alters the palette of the first enemy that appears in any area. I don't know if I'm on the right track or not.

I'm feeling pretty sure that the enemy data list would be in this order though, if it helps with finding enemy data:

Mic
Schot
Bull
Mark
Jack
Elijah
Elick
Atlas
Jony
Andore Jr.
Andore
G. Andore
U. Andore
F. Andore
Leon
Robert
Eliot
Elias
Joe
Won Won
Freddie
Bratken
Philippe
Rolent
Retu

I'm also going to guess that unlike the first and third games, the second game does not have a text-debug menu, as I couldn't find anything in the ROM that pointed to it, but I could be very wrong, as I'm still a beginner at doing this stuff.
Rick
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Posted on 05-25-10 12:58:11 AM Link | Quote
Ah yes, more discoveries! Another thing I've forgotten are the unused sound effects that are in the U.S. version of the sound test! Some of these I'm not certain if they're unused or not, but some I know for a fact are.

11 - Defeated sound effect for Eliza, who does not appear in the US version.
1C - Defeated sound effect for Mary, who does not appear in the US version.
1F - Lumped in with many of the defeated sound effects, but it sounds like one played in reverse. No idea what this is.
24 - Sounds like an odd woman defeated sound. Unsure if used or not.
29 - The laughing sound from the intro, but faster and higher-pitched.
2B - Similar to 29, but just slightly slower.
2C - The fastest of the laughter sound effects. I honestly question whether any of these were meant to be used for the fourth boss, Philippe the Clown, but just not used.
3F - An odd little sound I don't recall hearing at any point in the game.

When I figure out how exactly I can rip these sound effects without the use of ZSNES + Super Jukebox + Audacity (because I can't use Super Jukebox anymore for glitchy reasons), I'm going to add them to the wiki.

---

Even more interestingly, the Japanese version has more listed sound effects than the American version! The American version stops at 3F, while the Japanese version goes up to 49! And yet it gets stranger, as the Japanese version has ten sound clips that don't play anything at all when selected! The numbers of those are as follows:

00, 17, 18, 19, 1A, 21, 28, 3A, 3B, 3D.

Some of these are mixed in with voice clips, but some of them aren't. No idea what the later ones could have been, but I'm guessing that some of the other ones were missing speech clips from either the player characters or the enemies.

It seems that someone took the time to fix this situation up for when it reached America. Good call.

---

In other news, I was playing around with a palette code that I listed in an earlier topic. Tonight while screwing around, I found potential palettes that could be used for the unused Andores, though I have no way of confirming it except by looking at it and saying "these colors match perfectly!", rendering it speculative. Replace the ?? in the code with "2F" to get the first Andore Jr. in level 2 with green overalls. I tried up until about 64 in Hex, and around the late 40s is when everything started glitching like hell out. I'm guessing if there is any more valid Andore palette data, that would be the only one, or the palette is going to be glitched.
Rick
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Posted on 08-17-10 11:04:21 PM Link | Quote
Bumping because there's some new interesting things I found.

I finally found the issue of Nintendo Power that shows off a vastly different edition of Final Fight 2. There's only a few preview shots in the Pak Watch (I think that's the part), but there's six screenshots that show a very different game.

If someone could get a scan of that page in Issue #48, that would be awesome and I could go and add more to the wiki from there. Now if only a Final Fight 2 Prototype would show up...
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Posted on 08-20-10 02:57:15 PM Link | Quote
Here's the enemy modifier Pro Action Replay codes for the first two enemies that appear. Unfortunately, 0603 and 0604 (for U. Andore and F. Andore) crash the game.

84C265xx
84C266xx

84C26Dxx
84C26Exx

Enemy list:

0300 Mic
0301 Schot
0302 Bull
0303 Mark
0304 Jack
0305 Elijah
0400 Elick
0500 Atlas
0501 Jony
0600 Andore Jr.
0601 Andore
0602 G. Andore
0700 Leon
0701 Robert
0800 Eliot
0801 Elias
0900 Joe
0A00 Won Won
0B00 Freddie
0C00 Bratken
0D00 Philippe
0E00 Rolent
0F00 Retu
Rick
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Posted on 08-20-10 05:23:52 PM Link | Quote
Thanks a whole bunch for doing this, man! Bummer that they crash the game. I'm willing to bet that they were in the Prototype, though, as the pictures show Andores with yellow palettes. I'm actually kind of surprised that they crash the game, seeing as how the Andores relatively share the same attacks and what-not.

The only other palette that I could find is a green palette that matched him, but I think that was the palette of the green gates in level 2 over anything else.
Rick
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Posted on 07-07-11 02:06:05 AM (last edited by Rick at 07-07-11 02:08 AM) Link | Quote
Well I hate to beat a dead horse, but I may have come across another little something that I don't really know where to begin with it.



It starts at 00016480 and is literally the first bit of coherent text in the ROM. It's right before the 1st, 2nd, and 3rd high score indicator list numbers, but why it's even there I don't know. It seems like it should be in big letters like with the "Select Player" text when you choose your character for one. Second, the hexadecimal is out of place there, as no one ends up with 4DE02A for a point value.

Of course, I could be overthinking it again, but I really have nothing more than this vague clue to go on. Someone got any bright ideas?
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Posted on 07-07-11 02:46:13 AM Link | Quote
Could just be a lookup table for converting the digits to ASCII values. The hex chars might be because the the lookup could be the result of an AND 0xF, and preventing some ugly corruption or accessing something invalid in the case of an error.

It's just a guess, though, but that's kind of how I would imagine such a thing being programmed.
Rick
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Posted on 07-07-11 02:22:10 PM Link | Quote
So essentially, like, it's a crash handler or something like that? Sorry if it sounds stupid, I'm a programming derp.
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Posted on 07-07-11 05:33:55 PM (last edited by paulguy at 07-07-11 06:53 PM) Link | Quote
No, it'd just be like, it'd check an offset relative to where the '0' is, and add on whatever the digit it got is, and in this case, *2, for some reason (either related to how the CPU worked with that kind of addressing mode or just how something was programmed).

So, if it got a digit, like 6, it'd take the raw value 6 (multiplied by 2), add it to the position where '0' is (either manually or using an addressing mode to do that automatically) and get the ASCII (or whatever the game uses, not sure if you have a table loaded.) value for '6'.

Get what I mean? Sorry I'm not very good at explaining myself.

EDIT: Also, the A-F is like I said, a predictable value. The lookup can't go out of range.

A digit can be 0 through 9, which would take 4 bits to store an 8 or a 9, so the size of the lookup would be 4 bits wide, but you have 6 more possibilities that would be otherwise "undefined" without the A - F, so if there was a bug or some kind of corruption of the high score table and the function to split the number in to digits digits returned a value over 9, the program would be provided a safe value, and prevent corrupted looking graphics or a possible crash by defining a value for the full possible range.

Of course, this is entirely just a guess ,I didn't program the game, and I haven't looked in to the game's program, it just makes some sense to me given the proximity.
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Posted on 07-08-11 12:27:17 AM Link | Quote
A lot of the games I've scoured for debugging stuff have had 0-F lookup tables, even when there was no trace of debugging code left. I don't even bother posting them on the wiki, they're so common. :\
Rick
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Posted on 07-08-11 01:29:17 AM Link | Quote
Oh okay, I didn't know if it was more of something that could pop up for some kind of hidden mode or something.

Figured it was worth a shot anyway, since this game seems to have little in the way of unused stuff compared to 1 and 3.
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Posted on 07-27-11 04:09:33 PM (last edited by Mr.Din at 07-27-11 05:51 PM) Link | Quote
Hey guys, I read through this thread and figured maybe this is the perfect place to ask, who is Joe? I read up on unused enemies and everytime I see the lines for U.Andore and F.Andore I see the name Joe as well. As far as I can remember there is no Joe in the final game, does he crash the game like the andore family does?

Edit: yeah completely forgot about those moltov throwing jackasses. nvm
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Posted on 08-04-11 08:36:05 AM Link | Quote
Originally posted by JLukas
Here's the enemy modifier Pro Action Replay codes for the first two enemies that appear. Unfortunately, 0603 and 0604 (for U. Andore and F. Andore) crash the game.

84C265xx
84C266xx

84C26Dxx
84C26Exx

Enemy list:

0300 Mic
0301 Schot
0302 Bull
0303 Mark
0304 Jack
0305 Elijah
0400 Elick
0500 Atlas
0501 Jony
0600 Andore Jr.
0601 Andore
0602 G. Andore
0700 Leon
0701 Robert
0800 Eliot
0801 Elias
0900 Joe
0A00 Won Won
0B00 Freddie
0C00 Bratken
0D00 Philippe
0E00 Rolent
0F00 Retu



Excuse my ignorance here but how do you get these codes to work properly? For example if I want to fight against Rolento and Retu as the first two enemies how do i do that as I can only enter 8 characters into my action replay and these codes would appear to need 10? As far as I understand it?




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Posted on 08-04-11 09:03:30 AM Link | Quote
Originally posted by Rolando

Excuse my ignorance here but how do you get these codes to work properly? For example if I want to fight against Rolento and Retu as the first two enemies how do i do that as I can only enter 8 characters into my action replay and these codes would appear to need 10? As far as I understand it?



If I am not mistaken, you'd do it like so:

Retsu: (0F00)

84C2650F <-- First two digits
84C26600 <-- Last two digits.

If I'm right, then logic follows that the other code would go like so:

Rolento:

84C26D0E
84C26E00
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Jul - TCRF - Final Fight 2 New poll - New thread - New reply




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