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04-24-22 08:37:42 AM
Jul - The Cutting Room Floor - Final Fight findings... extra levels, other weirdness.... New poll - New thread - New reply
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Rolando
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Posted on 08-03-11 08:51:02 PM Link | Quote
Hi there, I'm new here so hope I'm posting this in the right place.

Basically I recently worked out a couple of codes by using the trainer on an action replay on a real snes that works as a level skip code that can also force the level you are currently on to take on characteristics of another level...

What this means is this if you flick the action replay codes on during gameplay on one level it will behave like an another in some ways...

for example if during level 1 i flick the action replay on with codes for the subway level the background will begin to scroll and there will be train noises effects etc... throughout the level and sometimes (usually if done while the map is on screen at the time) the music will also change).

What is interesting is that if you have the codes for the second section of Rolento's (missing) level on while at or just before a boss then the level will be allowed to finish correctly but will say area 4 clear and will highlight the bay area on the map (which in the snes game also includes the area on the map where Rolento's level is located in the arcade game).

As I only have a real Snes to work with I haven't been able to test out everything i want to as it's not practical to keep playing the game over and over and trying out cheats on various levels.





Rolando
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Posted on 08-03-11 09:13:11 PM Link | Quote
Anyway I thought I'd break this up into two posts so it isn't just a wall of text.

I'm using the Japanese version of the game so these may or may not actually work on other versions.

Anyway the codes are 7E0CB00X to select a level and 7E0CB10X to select a scene within that level ... so for Example 7E0CB001 then 7E0CB102 will bring you to the third scene of the second level.

These codes often crash the game if i use them from the start so i usually wait until I'm at the character select screen before flicking them on and often times the scene select code corrupts the opening sequence or crashes it altogether.

Interestingly you can monkey around with the bonus levels in ways you aren't suppossed to by using this level select code to get to them but they act like ordinary levels in that the time limit is greatly extended and there is no way to actually leave the levels other then dying... I can't recall off the top of my head but i think the bonus levels can be reached by entering 7E0CB006 for the car stage and 7E0CB007 for the glass breaking stage.... this actually allows you to walk to the end of the glass smashing stage and see the doors that you exit through in the arcade version... normally you dont get to see them as the snes just moves you to the last stage instantly.

Also the Code 7E0CB008 can be used with 7EFFFF01 (this is the scene select code from the cutting room floor rather then mine as this code allows the game to progress to the next scene whereas mine just loops the area if the level actually completes)

This enables you to play a "level" where the background is blank save for the Portraits of Cody and Haggar from the char select screen, this uses the enemy placement from the second scene of the first level but usually the fat oriber characters will not appear when the go arrow flashes meaning the level will not finish, if the level does succesfully finish then you will end up being warped ahead to the subway level.



Rolando
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Posted on 08-03-11 09:24:35 PM Link | Quote
Anyway if anyone with access to an emulator wants to monkey around with these codes feel free, I'd be interested to see if the "Junk" level with the portraits does anything special (such as actually scroll up for the elevator section)

when the codes for either of the two areas in the deleted Industrial area are activated while in it as I'm not sure what use this section served otherwise.... also just entering the code 7E0CB008 on its own will see you in an empty level with just the photo of haggar answering his phone in the background... ,

forcing the properties of other levels onto stages, then flicking the action replay down before the finishing the level will usually allow you to progress but sometimes (such as when forcing the game to behave as if its the level on the subway train) levels can have invisible walls or have the collision detection removed from doors that need to be broken in order to progress... but some other fun things can happen aswell...

anyway like I said I'm using an actual Snes so emulators will probably work better or differently in some cases.

Slightly long post and its split into 3 bits but I'm tired, not sure of how to do things on this forum and am just hoping what i found out is of interest to someone.
Rachel Mae

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Posted on 08-03-11 10:53:27 PM Link | Quote
Please don't make multiple posts in a row like that in the future, it's not necessary.

Anyway, interesting stuff. The "level" with the portraits is probably just the character select screen getting interpreted as a regular level. Many games use level data for multiple purposes in order to save space and simplify programming.

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Rolando
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Posted on 08-04-11 07:20:21 AM Link | Quote
Originally posted by Waffle Ryebread
Please don't make multiple posts in a row like that in the future, it's not necessary.

Anyway, interesting stuff. The "level" with the portraits is probably just the character select screen getting interpreted as a regular level. Many games use level data for multiple purposes in order to save space and simplify programming.


Ok no probs, like I said I'm new here, I thought it would be better to have 3 broken up posts to give the reader a break rather then one massive post...

What I'd be interested in seeing is if someone could force either of the deleted levels to act like a regular level and move on to the next stage..... I can't do it with a real snes as I'm unable to change codes without resetting so as there is no way to get to Rolento's stage without an action replay code I can't get to that level and then subsequently activate the code for another level... ideally what I'd like to see is what happens if the second area of Rolento's stage is forced to take on the characteristics of one of the other boss scenes to see if the game will actually move onto the next stage....
GlitterBerri

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Posted on 08-04-11 02:31:29 PM (last edited by Sukasa at 08-04-11 01:27 PM) Link | Quote
Is there any reason you don't have an emulator? Snes9X and ZSNES are popular choices, I believe, and you should be able to find a ROM to experiment with pretty easily. - No ROM links, please
Rolando
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Posted on 08-05-11 09:20:56 PM Link | Quote
I'm staying with a relative and their house is an area where broadband is non existent so frankly I don't have the patience to bother downloading anything right now. As I either play old games on the actual hardware or through Wii homebrew I just don't actually use PC emulators right now and I dont have access to my Wii so literally all I have at the moment is my Snes.

I have an old computer that has emulators somewhere so I might dig that out when I get to my own place. I generally don't use PCs to play games anyway as for some reason it just doesn't feel right.... there's something about a console and a tv that appeals to me a million times more then being hunched over a laptop...
Rick
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Posted on 08-07-11 06:38:44 PM (last edited by Rick at 08-07-11 03:49 PM) Link | Quote
I'm not sure if level 4 is all that complete, Rolando. I'm noticing that the deleted levels simply re-use the enemy sets from 1-1 and 1-2 (in the elevator shaft portion), so both sections actually cut off early. Well, forced in or not anyway.

Unless I'm able to see them in a graphics viewer too, I'm going to assume that Rolento's not even programmed in or there. Seeing as how the SNES version was totally rushed, this would not surprise me if he were only partially programmed in at the most.

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Rusted Logic

Acmlmboard - commit 47be4dc [2021-08-23]
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