Super Street Fighter II: The New Challengers (Genesis)
Super Street Fighter II: The New Challengers |
---|
Developer: Capcom This game has unused graphics. This game has a Data Crystal page |
A Genesis port of Super Street Fighter II: The New Challengers, notable for being the only licensed Sega Genesis game to use bankswitching.
It's also notable for being one of few Wii Virtual Console releases to have online support.
Contents
- 1 Debug Menu
- 2 Unused Text
- 3 Unused Sound
- 4 Unused Voice Sample
- 5 Unused Sprites
- 5.1 Zangief Crouching Heavy Punch Throw
- 5.2 Dhalsim Sweep Lie Down
- 5.3 Dhalsim Kick Startup
- 5.4 Dhalsim Yoga Fire/Flame Startup
- 5.5 Sagat Standing Medium/Heavy Kick Startup/Recovery
- 5.6 Dee Jay Diagonal Jumping Medium Punch
- 5.7 Dee Jay Neutral Jumping Medium Kick
- 5.8 Dee Jay Machine Gun Upper Startup
- 6 Unused Palette
- 7 Sprite Errors
Debug Menu
To do:
|
Enter the Pro Action Replay (PAR) code 0000A1C0:79B6 and select OPTION at the main menu to enter the Test Mode Menu. You can return to the Test Mode Menu at any time by pressing Start.
While in the menu, select an option with the Control Pad and press Start on Player 1's controller to activate it.
- Object Test allows you to test character sprites and animations.
- Scroll Test is a stage background test, with a palette editor.
- Sound Test allows you to play game music and sounds.
Object Test
The Object Test is a stripped-down version of Street Fighter II's Object Test. It is unstable and crashes quite often. Text displaying the character color, and Art Pointers that are bullet pointed in blue stars were added.
Controls
- Up/Down: Selects animation pattern number. The game will crash on out-of-bounds values.
- Left/Right: Flips the character horizontally.
- A: Hold the button to animate.
- B + Up/Down: Selects character.
- C: Toggles character palette and visibility of Vega's claw.
- C + Up/Down: Selects shadow type.
- C + Left/Right: Flips character vertically.
- X: Increments animation frame.
- Y + Up/Down/Left/Right: Moves character around.
- Y: Toggles display of character sprite, hitboxes, shadows, tile numbers, and center position. Only Player 1 can do this.
- Z: Increases animation pattern number with 10.
Player 2 Controls
- Start - Join/Disappear, the axis mark will still remain visible if it is displayed.
Hitbox Colors
- Red: Attack box
- White: Head vulnerability box
- Aqua: Body vulnerability box
- Cyan: Pushbox
- Yellow: Foot vulnerability box
Art Pointers
- Number of tiles the Art Pointer loads
- ROM Address of the art to load from
- VRAM Address
Scroll Test
Also a stripped down version of Street Fighter II's Scroll Test. When entering the Scroll Test, you will first get to a stage selection screen. Select a stage with the Control Pad and press the A button to enter it.
Controls
Normal View
- Control Pad: Move around.
- A: Returns to the stage selection screen.
- B: Resets position.
- C: Enters the Palette Editor.
Palette Editor
- Control Pad: Move cursor.
- A: Increases the color.
- B: Decreases the color.
- C: Exits the palette editor.
- X: Selects the current palette line. There are 4 palette lines.
- Y: Toggles hex view.
- Z: Moves the palette editor to the left or right side of the screen.
Sound Test
Just like what it says on the tin.
Controls
Use the Control Pad to move the cursor and select sounds.
- A: plays the selected BGM + SE sound.
- B: plays the selected PCM CH.1 sample.
- C: plays the selected PCM CH.2 sample.
- X: toggles pause on or off.
Unused Text
To do: There's definitely more. |
There are text leftovers from the SNES version and possible references to another debug menu in this game.
SNES Leftover
This Game Pack is not designed for use with your Super Nintendo Entertainment System. (PAL)
Demo Menu?
These are probably leftovers from a menu designed to quickly jump to different parts of the attract mode screens for development purposes.
SUPER STREET FIGHTERⅡ The New Challengers Versus Screen Demo Stage Clear Demo Target Player Select Demo Profile Demo Play Demo Ranking Display
Unused Sound
ID: $34
A Score Tally sound that resembles the one from the Arcade version (in terms of melody) can be played with the code 02C99A:7034/GXET-FA64.
Unused Voice Sample
ID: $3F
Zangief's voice sample that plays when he performs his Medium Kick Throw or his Spinning Piledriver in the original arcade version exists in the game, and can be played in the Sound Test, but a different voice sample plays instead in the Genesis version. Using the code 02016E:703F/H6AT-FA5R will make his Spinning Piledriver play this voice sample. His Medium Kick Throw can also play this voice sample using the code 1FC1E:423F/C3GA-S0J8.
Unused Sprites
Zangief Crouching Heavy Punch Throw
ID's: $4D, $51, $52
A leftover from Special Champion Edition, these sprites still exist in the game's data. They were actually updated to match the design of his other sprites where his "scars" aren't costume-colored. Zangief gained a Kick Air Throw that poses similarly to these sprites.
Dhalsim Sweep Lie Down
ID: $1A
Dhalsim's sprite of him lying down from a sweep knockdown exists in the game, but his respective animation simply reuses his standard lying down sprite. Use the code 075206:1D1A/DKKA-S4AG to make his sweep lie down animation use this sprite. Note that this sprite was actually used in Special Champion Edition. Why it ended up being unused here is anyone's guess.
Dhalsim Kick Startup
ID: $3B
Dhalsim has an unused sprite that, judging by its position in the ROM, was going to be used for the startup of his Far Standing Light Kick. Use the code 074C1E:3B16/C3GA-S0J8 to see how this sprite would look if it was actually used.
Dhalsim Yoga Fire/Flame Startup
ID: $5B
A sprite that was clearly meant to be used in the animations of his Yoga Fire and Yoga Flame. The animations can be smoothed out with this sprite by using these codes:
- 74EC2:5B55
- 74EE4:5B55
- 74F06:5B55
- 74F30:5B55
- 74F56:5B55
- 74F7C:5B55
Sagat Standing Medium/Heavy Kick Startup/Recovery
ID: $1C
The animations mistakenly recycle Standing Light Kick's Startup/Recovery sprite.
These codes will have the animations use the sprite:
- 77B16:1C1A/DK7T-S2A0
- 77B1E:1C1C/DV7T-S2A8
- 77B38:1C1E/D37T-S2B2
- 77B40:1C1C/DV7T-S2CA
Dee Jay Diagonal Jumping Medium Punch
ID: $5D
The animation recycles his Jumping Light Punch sprite. The code 7FD76:5D52 will display this sprite when he uses said attack.
Dee Jay Neutral Jumping Medium Kick
ID: $65
The animation mistakenly recycles his Diagonal Jumping Medium Kick sprite. Correct the sprite the animation uses with the code 7FDE4:6562.
Dee Jay Machine Gun Upper Startup
ID: $80
The animations recycle Far Standing Heavy Punch's first startup sprite. Fix the 1st frame of the animations using these codes:
- 803AA:80D5
- 803FC:80D5
- 8044E:80D5
This sprite is horribly misaligned, however, as it's slightly below his drop shadow.
Unused Palette
Each character uses their own palette for their electrocution sprite. However, the game is coded so that Blanka specifically remains in his standard palette when electrocuted, leaving this palette unused. You can make Blanka use his electrocution palette with the code 1E56:0010.
Sprite Errors
Zangief Punch Air Throw Sprite
Original | Corrected |
---|---|
Zangief's 1st Punch Air Throw sprite has a piece of his back arm disconnected. Use the code 2B70FC:FFD8/5B2C-1996 to piece it together.
Balrog (Boxer) Crouching Light Punch Startup Sprite
Original | Corrected |
---|---|
For whatever reason, this sprite has an extra tile map that consists of an elbow tile and part of his front hand. Use the code 2BE594:0000/ADWW-0AEY to hide this tile map.
Sagat Tiger Knee 2nd Hit Sprite
Original | Corrected |
---|---|
The piece of tiles that make up part of Sagat's back leg in one of his Tiger Knee sprites is misplaced downwards. Fix it with the code 2BCDB6:FFC3/2SGW-1970.
Sagat Jumping Punch Startup Sprite
Original | Corrected |
---|---|
Part of his arm is off by a pixel. Correct it with the code 2BCC74:FFFE/95GC-195Y.
Cammy 1st Tripped Sprite
Original | Corrected |
---|---|
A foot tile on this sprite is off by a pixel. The code 2C1A2A:FFE5/6YPC-393L will fix it.
Cammy Crouching Light Punch Hit Sprite
Original | Corrected |
---|---|
Three parts of this sprite are placed too far away from her body. Piece them together correctly with the codes 2C0DE2:FFED/7YGW-399C, 2C0DDC:FFE5/6YGW-3986 and 2C0DD6:FFD5/4YGW-3980.
Cammy Thrust Kick/Spinning Back Fist Startup Sprite
Original | Corrected |
---|---|
One of Cammy's sprites has a block of tiles misplaced, causing the bottom of her legs to look like they aren't connected to the rest of her body. Use the code 2C26A0:FFDF/56XC-397A to fix this sprite.
- Pages missing developer references
- Games developed by Capcom
- Pages missing publisher references
- Games published by Capcom
- Genesis games
- Pages missing date references
- Games released in 1994
- Games released in June
- Games released on June 25
- Games with unused graphics
- Games with unused sounds
- Games with unused text
- Games with debugging functions
- Games with hidden sound tests
- Pages with a Data Crystal link
- To do
- Street Fighter series
Cleanup > Pages missing date references
Cleanup > Pages missing developer references
Cleanup > Pages missing publisher references
Cleanup > To do
Games > Games by content > Games with debugging functions
Games > Games by content > Games with hidden sound tests
Games > Games by content > Games with unused graphics
Games > Games by content > Games with unused sounds
Games > Games by content > Games with unused text
Games > Games by content > Pages with a Data Crystal link
Games > Games by developer > Games developed by Capcom
Games > Games by platform > Genesis games
Games > Games by publisher > Games published by Capcom
Games > Games by release date > Games released in 1994
Games > Games by release date > Games released in June
Games > Games by release date > Games released in June > Games released on June 25
Games > Games by series > Street Fighter series