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05-03-22 04:24:29 AM
Jul - Posts by felineki
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felineki
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Posted on 09-26-10 01:44:27 PM, in Norimaro Unused Content (Marvel Super Heroes VS Street Fighter) (last edited by felineki at 09-26-10 10:45 AM) Link
You may or may not be familiar with the bizarre character of Norimaro from Capcom's Marvel Super Heroes VS Street Fighter; he's a nerdy schoolboy who attacks with school supplies, the result of a bizarre collaboration between Capcom and Japanese comedian Noritake Kinashi. He was removed from all non-Japanese versions of the game, apparently because Marvel didn't like him. At any rate, he has quite a bit of abandoned/unused content.

First of all is his "kancho" attack (for those unfamiliar with the term, it refers to sticking one's finger up the opponent's rear) which was made rather infamous by being featured on Noritake Kinashi's TV show. The sprites for this no longer exist in the final ROM, but here's a GIF taken from the TV broadcast. Supposedly this REALLY ticked Marvel off.

Next is what appears to be an unused Hyper Combo. An animation stored along with those for his other Hyper Combos depicts him fantasizing about a particular Capcom character, triggering an explosive nosebleed. The erupting blood actually has a hitbox and is capable of hitting the opponent. Several variants of the animation exist, involving different characters as Norimaro's object of desire: Chun Li, Sakura, Cammy, Morrigan, Felicia, Anita (disturbingly), and Zangief (also disturbing).

Another animation stored along with his winposes seems to show him looking at something with a lecherous expression on his face, then getting down onto the ground for a closer look. Norimaro's normal winpose consists of him walking over to the defeated opponent's body, pulling out a camera and photographing him over them. Presumably this alternate animation was intended for when he had defeated Sakura, and that rather than taking a photo he would go to look up her skirt.
felineki
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Posted on 10-01-10 06:29:23 PM, in Alternate Names (Super Street Fighter II, Darkstalkers) Link
In the graphics ROMs for Super Street Fighter II and Darstalkers exist unused name labels:

In Super Street Fighter II, a label for "Sarah" exists twice; presuambly an early name for Cammy.

In Darkstalkers, "Franken"; presumably an early name for Victor. (Also note the misspelled "Demitori"; the correctly-spelled version exists elsewhere in the ROM)
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Posted on 10-02-10 01:06:05 PM, in Alternate Names (Super Street Fighter II, Darkstalkers) Link
I'm pretty sure the programmers faces are actually used in the credit roll (maybe only for 1 credit clear? Can't remember for certain).
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Posted on 11-04-10 06:56:38 AM, in Alternate Names (Super Street Fighter II, Darkstalkers) (last edited by felineki at 11-04-10 03:56 AM) Link
More name label stuff, this time in Vampire Savior:

Includes labels for Huitzil/Phobos who is not in the game, and Anita who's never actually been playable at all aside from Marvel Super Heroes where she's a sort of hidden bonus character.
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Posted on 11-09-10 03:52:20 AM, in Alternate Names (Super Street Fighter II, Darkstalkers) Link
One more Darkstalkers thing I noticed the other day; not a name thing, but I don't think it warrants a new topic at the moment:

What looks to be an unused projectile for Pyron. It exists in the ROM for Darkstalkers/Vampire and Night Warriors/Vampire Hunter (the latter seems to contain the entire graphic ROM of the former with new material appended).

My hunch is that this is what Pyron's projectile special (Sol Smasher) was originally intended to be, and that the big sun sphere was to be the ES version (similar to how Morrigan's Soul Fist and Demitri's Chaos Flare have bigger, more elaborate graphics for their ES versions). However, possibly due to his status as a boss-only character, Pyron in the first game lacks a special gauge and thus can't perform ES moves. With the distinction between normal and ES lost for him, maybe they decided to use the planned ES version of the move as the base version, and the rest of the series followed that precedent.
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Posted on 11-20-10 06:22:35 PM, in Alternate Names (Super Street Fighter II, Darkstalkers) (last edited by felineki at 11-20-10 10:22 PM) Link
More unused graphics in Vampire Hunter/Night Warriors:

Found these after reading some posts on a Japanese message board regarding the location test version of Vampire Hunter. In that version, Donovan's Blizzard Sword special apparently had his sword becoming covered in ice and diving downwards at the opponent (somewhat like Anakaris's coffins). This is completely different from the final version, in which said move is a fairly standard snowflake projectile.

So far I haven't been able to find any related animation or tilemap data, so I manually put together this mockup:


On a minor related note, Vampire Hunter's graphics ROM also contains lots of graphics for Anakaris's servant Khybit which weren't actually used until Vampire Savior.
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Posted on 11-30-10 10:52:05 PM, in Norimaro Unused Content (Marvel Super Heroes VS Street Fighter) (last edited by felineki at 11-30-10 07:55 PM) Link
Here's the original video: http://www.nicozon.net/watch/sm8639109 The kancho scene is at about 11 minutes in.

On a side note, one of the staff comments in the MSHvsSF Secret File says that they actually drew recovery frames for this where Norimaro sniffs his finger and makes a weird face.
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Posted on 12-03-10 09:11:44 AM, in Street Fighter II Debug Menus (last edited by felineki at 12-25-10 07:56 PM) Link
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.
felineki
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Posted on 12-05-10 03:56:55 AM, in Norimaro Unused Content (Marvel Super Heroes VS Street Fighter) Link
I'll see about making some animated GIFs for the unused animations.
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Posted on 12-05-10 04:25:41 AM, in Norimaro Unused Content (Marvel Super Heroes VS Street Fighter) (last edited by felineki at 12-05-10 01:36 AM) Link
Well, he has a few unused voice clips. Sound code 0405 is a looping phrase which I can't quite discern. Footage of it being recorded was featured during the aforementioned TV special, which made it look like it was intended for his transformation rush super. Sound code 0414 ("Service, service!") was for the kancho attack (the name they eventually came up with for the attack during the show was "O-kancho Service").

Speaking of which, several sprites for his transformation rush super were different in that TV special: instead of sitting in a bathtub, he was sitting on a stool while washing himself, he was dressed as Kamen Norider (Noritake Kinashi's Kamen Rider parody) instead of Megaman, the frame where he's cooking breakfast had him naked except for the apron, and there's a completely removed frame where he seems to be wearing a schoolgirl outfit. A small portion of the stool-sitting frame remains in the final ROM, but the others seem to be removed/replaced. I'll see about getting some screenshots from the TV special.
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Posted on 12-05-10 11:03:44 AM, in Norimaro Unused Content (Marvel Super Heroes VS Street Fighter) Link
Okay, here are the animated GIFs. The palettes displayed in-game for the fantasized character are broken, so I took the liberty of fixing them for the GIFs.

Nosebleed Super:

Chun Li Variant (animation data begins at address 119968)

Sakura Variant (animation data begins at address 119B2C) Unlike the others, this one seems to be a unique sprite... I don't recognize it from anywhere else, at any rate.

Cammy Variant (animation data begins at address 119CF0)

Morrigan Variant (animation data begins at address 119EB4)

Felicia Variant (animation data begins at address 11A078)

Anita Variant (animation data begins at address 11A23C)

Zangief Variant (animation data begins at address 11A400)

Here's a screenshot utilizing a hitbox display script to show that it does indeed have an attack box.

Skirt Peek Winpose (animation data begins at address 118104)
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Posted on 12-06-10 09:55:32 AM, in Street Fighter II Debug Menus (last edited by felineki at 12-06-10 09:12 AM) Link
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.
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Posted on 02-09-11 07:43:33 PM, in Street Fighter II Debug Menus Link
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!
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Posted on 02-12-11 04:47:21 PM, in Weird Discoveries Link
The basic hitspark graphics in Vampire Savior each seem to have an unused frame:

Going by their positioning, it would seem they were intended to be the first frame of the animation (and I can't think of any other way to include them that wouldn't look weird). Haven't been able to find any associated animation data, the tiles might be all that's left.
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Posted on 02-27-11 11:33:02 PM, in Weird Discoveries Link

Some images of Donovan's sword Dhylec transformed into a surfboard in Vampire Hunter/Night Warriors. Donovan does have a few moves where he rides his sword a bit like a surfboard, but it never turns into anything like this as far as I know.
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Posted on 03-01-11 02:43:10 AM, in Weird Discoveries Link
Also in Vampire Hunter/Night Warriors, a giant Tutankhamen mask at the end of Anakaris's graphic data.

I just came across an interview with the game's staff which reveals that the designer behind Donovan's and Anakaris's graphics had a habit of drawing and submitting all sorts of strange stuff with no real suggestion as to how it should be used. That explains things a bit.
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Posted on 03-15-11 10:18:52 PM, in Weird Discoveries (last edited by felineki at 03-15-11 09:55 PM) Link
More MSHvSF discoveries (not related to Norimaro this time!)

Capcom's Secret File flyer on this game mentions that during development Blackheart had a super which involved summoning his father Mehphisto who would clutch the opponent and breathe fire on them (a sketch depicting this was included). Well, it turns out the graphics for this are still in the ROM:





The code for getting the super to actually function could very well be left in there somewhere, but I would have no clue as to how to go about looking for it.
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Posted on 03-18-11 12:27:55 AM, in Weird Discoveries Link
The arm did seem to have a hitbox, because when I forced Blackheart into the arm graphic his opponent reacted as if he had been hit.
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Posted on 03-28-11 05:41:10 PM, in Weird Discoveries (last edited by felineki at 03-28-11 02:41 PM) Link
More Darkstalkers stuff, this time from the first game:

ES Plasma Beam? Neither Huitzil nor Pyron have super meters in the first game, so they can't do ES or EX moves. When Huitzil became able to do ES Plasma beam in the second game, it looked completely different from this (as did many of his moves in general... he has to be the most constantly redrawn character in the whole series, he got major graphical changes in each consecutive appearance).
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Posted on 05-02-11 01:14:17 AM, in Weird Discoveries Link
More Darkstalkers stuff, this time from the second game: Night Warriors/Vampire Hunter.

The mummy Anakaris has a move called Pharaoh Split in which he divides at the waist becoming two separate fighters. The player has movement control over the top half with the joystick while the lower half automatically walks forward. However, apparently it looks like at some point they were considering giving the player control of the lower half's movement, because it has idle and dash animations (both forward and back). The idle animation has the head sprouting from the waist (whose name is "Khaibit", by the way) swiveling 360 degrees.

In the final, the lower half is also completely invincible, however animations for both blocking and being hit by attacks exist:

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Jul - Posts by felineki


Rusted Logic

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