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04-24-22 07:51:17 AM
Jul - The Cutting Room Floor - Street Fighter II Debug Menus New poll - New thread - New reply
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felineki
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Posted on 12-03-10 09:11:44 AM (last edited by felineki at 12-25-10 07:56 PM) Link | Quote
There are a few leftover developer tools in the CPS1 versions of Street Fighter II that can be accessed via dipswitch settings. Original credit goes to T. Akiba.

OBJECT TEST

Allows you to view all character animations, along with associated data.

Access
SF2WW: Dipswitch A8 off, C8 on, hold P1 MP + P2 LP+HP on startup.
SF2'CE: ???
SF2'T: Dipswitch A8 off, C8 on, hold P1 MP on startup. (Note that the dipswitch settings cause a speed up effect that makes navigation difficult; to access the menu without this side effect, set RAM address FF08CE to B3 then press the service button.)

Controls
There are 4 modes in the Object Test, NORMAL, EDIT, CATCH, and an unlabeled mode I'll refer to as "CATCH2".
NORMAL offers the basic animation viewer as well as tile data for each animation frame.
EDIT displays hitboxes and their associated data.
CATCH displays 2 characters standing on the same spot, for some reason.
"CATCH2" displays an opponent character with a specific sprite and position offset as determined by the value of the primary character's CATCH parameter. This allows you to review how an opponent who is grabbed with a throw technique will be displayed.

P1 Start: Increment Stage (Seems to be involved with palettes; you have to change this value to display proper palettes for the boss characters).
P1 Up/Down: Increment "P1" animation sequence.
P1 Left/Right: Toggle "P1" direction (NORMAL and CATCH modes only).
P1 LP: Decreases "P1" Chr Ctr value by 1 every frame while held down, thus playing back the current animation in realtime.
P1 MP: Reset "P1" current animation sequence to its start.
P1 HP: Toggle priority of "P1" and "P2" sprites (CATCH mode only).
P1 HP + Up/Down: Increment "P1" character.
P1 LK: Toggle tile display (NORMAL mode only).
P1 MK: Disables character axis display while held.
P1 HK: Increments "P1" animation frame (EDIT and CATCH modes only).
P2 Start: Increment mode.
P2 Up/Down: Increment "P2" animation (CATCH mode only). / Increment DX value of currently displayed hitbox (EDIT mode only).
P2 Left/Right: Toggle "P2" direction (CATCH mode only). / Increment DY value of currently displayed hitbox (EDIT mode only).
P2 LP: Decreases "P2" Chr Ctr value by 1 every frame while held down, thus playing back the current animation in realtime (CATCH mode only).
P2 LP + Up/Down: Increment SX value of currently displayed hitbox (EDIT mode only).
P2 LP + Left/Right: Increment SY value of currently displayed hitbox (EDIT mode only).
P2 MP: Resets "P2" current animation to its start (CATCH mode only).
P2 HP: Nothing?
P2 HP + Up/Down: Increment "P2" character.
P2 LK: Increment hitbox type selection (EDIT mode only).
P2 MK: Nothing?
P2 HK: Increments "P2" animation frame (CATCH mode only). / Displays/resets currently selected hitbox type of current animation frame (EDIT mode only). (The display does not update until P2 HK is pressed again, even if you move to another animation frame or hitbox type.)

Parameters
These are the parameter displays I've been able to figure out:

CHR CTR: Number of frames of game time that the animation frame is to be displayed before advancing to the next frame.
CHR DIR: Current character direction, 00 = facing left, 01 = facing right.
(Unlabeled, under CHR DIR): Current animation sequence ID.
HEAD: Head vulnerability box ID for current animation frame.
BODY: Body vulnerability box ID for current animation frame.
FOOT: Foot vulnerability box ID for current animation frame.
WEAK: Weak point box ID for current animation frame.
ATCK: Attack box ID for current animation frame.
BODY1: Pushbox ID for current animation frame.
KAGE: Ground shadow sprite ID for current animation frame.
PRIO: Sprite priority for current animation frame.
CATCH: Catch ID for current animation frame. Determines opponent sprite and position offset for when they are grabbed by a throw technique. Seems to be tailored on a character by character basis, for example every character has their own sprite selection and position offset for reacting to a Ryu frame with a Catch value of 01, etc.
BLOCK: Blocking flag for current animation frame. 00 = no block, 01 = standing block, 02 = crouching block.
Weak No: Extra effect to apply if weak point box is hit during current animation frame. 00 = nothing, 02 = double damage.
SIT: Crouching flag for current animation frame 00 = standing, 01 = crouching.
OBJ SUU: Number of tiles in current animation frame.
DX: X offset of currently displayed hitbox.
DY: Y offset of currently displayed hitbox.
SX: X radius of currently displayed hitbox.
SY: Y radius of currently displayed hitbox.
ATCK DNo.: Damage table for attack box of current animation frame.
SD CODE: Sound to play upon successful hit for attack box of current animation frame.
ATCK EX.: Attack type for attack box of current animation frame. 00 = standard ground-based normal, 01 = sweep, 02 = jumping normal, 03 = special move (causes chip damage on block), 04 = normal with special property (knockdown, etc.).
ADJUST1.: Additional random damage table for attack box of current animation frame when health is 3C or higher.
ADJUST2.: Additional random damage table for attack box of current animation frame when health is 3B or lower.
EX Code: Effect on hit for attack box of current animation frame if ATCK EX = 03 or 04.

SCROLL TEST

Allows you to view backdrop elements.

Access
SF2WW: Dipswitch A8 off, C8 on, hold P1 LP + P2 LP+HP on startup.
SF2'CE: ???
SF2'T: Dipswitch A8 off, C8 on, hold P1 LP on startup. (Note that the dipswitch settings cause a speed up effect that makes navigation difficult; to access the menu without this side effect, set RAM address FF08CE to A4 then press the service button.)

Controls
Initial Screen:

P1 Up/Down: Select scroll type.
P1 LP: Confirm scroll type. / Increment stage (after scroll type has been confirmed).
P1 MP: Confirm stage (after scroll type has been confirmed).

Upon Scroll Type / Stage Confirmation:

P1 Up/Down/Left/Right: Scroll, speed varies according to "SPEED" parameter.
P1 LP: Increment "SPEED" parameter.
P1 LP+MP: Return to initial scroll test menu.
P2 Up/Down/Left/Right: Move cursor. Information in the right-hand column reflects to cursor position.

ENEMY TEST

I don't understand this one at all. There are "Single" and "All" modes, both of which trigger a some text and numbers that advance extremely quickly.

Access
SF2WW: ???
SF2'CE: ???
SF2'T: Dipswitch A8 off, C8 on, hold P1 HP on startup. (Can also be accessed by setting RAM address FF08CE to C4 then press the service button.)

Controls
P1 Up/Down: Select mode.
P1 LP: Initiate test.

UNUSED SOUNDS

Sound Code 12 is an unused fanfare. A victory music, perhaps? It wasn't ported to the CPS2 versions of SF2.

UNUSED GRAPHICS


Some large foreground chains for Ken's stage. Interestingly, the original sketch for Ken's stage as seen in a Street Fighter II artbook included these chains.


They're actually present in the stage in the final game, albeit layered behind all the other backdrops.


A trash can for Chun-Li's stage.
Rick
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Posted on 12-04-10 08:45:55 PM Link | Quote
Extremely interesting find! I can't wait to see the other stuff you post up about this. Now I just gotta try it out.

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felineki
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Posted on 12-06-10 09:55:32 AM (last edited by felineki at 12-06-10 09:12 AM) Link | Quote
The Object Test was the big thing, but there are a couple other things I'll get to later. Interestingly, a few CPS2 ROMs I've looked at (Super Street Fighter II Turbo, Night Warriors) contain the text for an Object Test menu like this, but I have no way of knowing if the code still exists or is accessible in any way.
Rick
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Posted on 02-03-11 10:37:55 PM Link | Quote
I hate to bump, buuuutttt...

I just remembered that I'd found a scroll test as well in a bootleg version of Final Fight. This one actually pops up when you try to go into the usual test menu when pressing F2 in MAME. Any idea if this is still in the regular versions of Final Fight as well, felineki?

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felineki
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Posted on 02-09-11 07:43:33 PM Link | Quote
I do know that Final Fight has an object test menu, and it's accessed the same way as the one in Street Fighter II is. If the scroll test is in there too, it's also likely accessed in the same way as Street Fighter II.

I've also noticed that the Street Fighter II material has been added to the wiki. Nice work!
Rick
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Posted on 02-10-11 02:17:11 AM Link | Quote
I'll have to give that a try then. I might poke you if I have trouble figuring out which dipswitch is what, but I'll let you know if I do.

Also if you're curious, the Final Fight ROM is called "Final Crash".

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zakria
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Posted on 09-07-13 12:12:24 PM Link | Quote
I send first on TCRF facebook page.I find mame cheat for object test and scroll test.Please check.
; [ Street Fighter II - The World Warrior (World 910522) ]
:sf2:00000000:FF060E:00000089:FFFFFFFF:Object Test(hold P1 MP + P2 LP+HP on startup)
:sf2:00010000:FF060F:000000AE:FFFFFFFF:Object Test

:sf2:00000000:FF060E:0000007A:FFFFFFFFcroll Test( hold P1 LP + P2 LP+HP on startup)
:sf2:00010000:FF060F:000000C2:FFFFFFFFcroll Test
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Jul - The Cutting Room Floor - Street Fighter II Debug Menus New poll - New thread - New reply


Rusted Logic

Acmlmboard - commit 47be4dc [2021-08-23]
©2000-2022 Acmlm, Xkeeper, Kaito Sinclaire, et al.

28 database queries, 2 query cache hits.
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Script execution time:  0.014476 seconds
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