Notes:Proto:Street Fighter Alpha 2 (SNES)
This page contains notes for the game Proto:Street Fighter Alpha 2 (SNES).
Contents
Dafukyouwantmetodo's Notes
Here's a bunch of notes copied by Dafukyouwantmetodo. Most of it comes from the the release page, but there's some comments from IRC, too.
General Notes
- Each character slot on the select screen has 4 bytes that determine which slot to move to when pressing a direction on the D-pad, and some of the unfinished characters are "still there", sort of, in that they will skip over other adjacent characters if you are actually able to select them- if that makes any sense. So it seems like more characters may have been planned to/close to actually being included on the select screen.
- Devin Acker [12:41 AM]:
- that sfz2 proto has a dummied 6th option on the stage select to play on zangief's stage
- it doesn't have background animation though
- all(?) of the character themes are there, not sure about other music
- Devin Acker [1:44 AM]
- 6 working stages, 9 working characters
- all characters' theme music seems to be intact, may go back later and see if any of the music is actually different (aside from the char select music which seems broken)
Pro Action Replay Codes
9FA6C1xx - char select music modifier C0367005 + C0368C06 = add zangief stage to menu (invisible + displays glitched banner but otherwise works) DFA7EFxx - ryu stage modifier 00 = ryu 02 = akuma 05 = adon 0a = bison 0c = dan 10 = zangief other stages up through 10 have music but no background C031A4xx - replace ryu with character on menu 00 - ryu 01 - ken 03 - charlie 04 - chun li 0a - bison 0d - sakura 0e - rolento 0f - dhalsim 10 - zangief (values are actually the same as stage values above, but usable ones differ) other characters use wrong sprites/portrait, but possibly correct palette? (i.e. 02 is akuma, and appears to still use his palette) not sure how any of the missing characters actually behave if selected 7E0492 - p1 char ingame 7E0712 - p2 char ingame 7E00C7 = 08 -> character debug C0201608 - enable during match (uses current p1 character) 7E00C4 = 04 -> stage debug C01DF504 - enable on boot for some reason, loads stage number from address normally used for p1 input so holding down R button (value $10) goes to zangief stage. only values of $10, $20, $30 etc. can be entered this way, so most stages can't be but if button X ($40) is held down it will specifically load $05 (adon stage) instead C03B5800 + C03B5Axx - debug stage modifier
Sprite Debug Controls
Controller 1: Y: Step Pose Frame X: Animate Pose Infinite B: Reset Pose A: Animate Pose to End Start: Change Table Controller 2: L: Previous Palette R: Next Palette X: Previous Pose Y: Hold to orient sprite / hitbox B: Next Pose A: Hold to orient sprite / hitbox Start: Toggle Hit Boxes
Music Modifier Values
Using that code listed above, I decided to go ahead and rip the entire SPC soundtrack from the game. I also found out a bunch of songs got converted from the arcade version, but didn't get used even in the final game! A rudimentary poke-around tells me that the music addresses are the same as in the prototype, but I couldn't figure out how to do a "replace X music with Y" code and rip the final game's complete SPC soundtrack. Very sad.
Regardless, here's the complete list of hex addresses for the prototype's soundtrack. Curiously, in the final game, 1e, 24, and 32 are used in place of the proper songs (1d, 23, 31). Given that each value is only one off from what it should be, I genuinely wonder if someone just didn't make a programming error in assigning values.
(*UNUSED*) = Unused in final version of game. 00 - Ranking (Arcade) 1e - Ken Ending, Ryu Ending 2 01 - Ryu Stage 1f - Chun-Li Ending 02 - Ken Stage 20 - Sagat Ending 03 - Chun-Li Stage 21 - Sodom Ending 04 - Sagat Stage 22 - Adon Ending 1 05 - Sodom Stage 23 - Adon Ending 2 (*UNUSED*) 06 - Adon Stage 24 - Birdie Ending, Adon Ending 2 07 - Birdie Stage 25 - Guy Ending 08 - Guy Stage 26 - Nash Ending 1 09 - Nash Stage 27 - Rose Ending 0a - Rose Stage 28 - Gouki Ending 1 0b - Gouki Stage 29 - Vega Ending 0c - Vega Stage 2a - Dan Ending 0d - Dan Stage 2b - Dhalsim Ending 0e - Dhalsim Stage 2c - Zangief Ending 0f - Zangief Stage 2d - Gen Ending 1 10 - Gen Stage 2e - Gen Ending 2 (*UNUSED*) 11 - Rolento Stage 2f - Rolento Ending 12 - Sakura Stage 30 - Sakura Ending 2 13 - Opening 31 - Sakura Ending 1 (*UNUSED*) 14 - Player Select 32 - Staff Roll 1, Sakura Ending 1 15 - Versus 33 - Staff Roll 2 16 - Stage End 34 - Conversation 17 - Continue 35 - Sagat vs Ryu Special Stage 18 - Here Comes a New Challenger 36 - Nash Ending 2 (*UNUSED*) 19 - Game Over 37 - Gouki Ending 2 (*UNUSED*) 1a - Ranking (Versus) 38 - Zangief Ending 2 (*UNUSED*) 1b - Ranking (Arcade) 39 - Staff Roll 3 1c - Ryu Ending 1 3a - Sagat vs Ryu Conversation 1d - Ryu Ending 2 (*UNUSED*)