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Difference between revisions of "Street Fighter II"

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Image:Sf2-kenchains2.png|They're actually present in the stage in the final game, albeit layered behind all the other backdrops.  
 
Image:Sf2-kenchains2.png|They're actually present in the stage in the final game, albeit layered behind all the other backdrops.  
 
   
 
   
[[File:Sf2-chunlibin.png|left|frame|A trash can for Chun-Li's stage.]]
+
Image:Sf2-chunlibin.png|A trash can for Chun-Li's stage.
[[File:SF2WWCPS1CLSign.png|left|frame|An unused sign on Chun-Li's stage.]]
+
Image:SF2WWCPS1CLSign.png|An unused sign on Chun-Li's stage.
[[File:SF2WWCPS1RSymbols.png|left|frame|Hidden Japanese text on Ryu's stage graphics layer.]]
+
Image:SF2WWCPS1DWindows.png|These windows in Dhalsim's stage are obscured by elephants in normal gameplay.
[[File:SF2WWCPS1BoSymbols1.png|left|frame|Hidden Japanese text on Balrog/M.Bison's stage graphics layer (1).]]
+
Image:SF2WWCPS1HHiddenTile.png|A hidden "ZU" or "2U" tile on E.Honda's stage graphics layer.
[[File:SF2WWCPS1BoSymbols2.png|left|frame|Hidden Japanese text on Balrog/M.Bison's stage graphics layer (2).]]
 
[[File:SF2WWCPS1DWindows.png|left|frame|These windows in Dhalsim's stage are obscured by elephants in normal gameplay.]]
 
[[File:SF2WWCPS1HSymbols1.png|left|frame|Hidden Japanese text on E.Honda's stage graphics layer (1).]]
 
[[File:SF2WWCPS1HSymbols2.png|left|frame|Hidden Japanese text on E.Honda's stage graphics layer (2).]]
 
[[File:SF2WWCPS1HHiddenTile.png|left|frame|A hidden "ZU" or "2U" tile on E.Honda's stage graphics layer.]]
 
 
 
 
</gallery>
 
</gallery>
 
{{clear}}
 
{{clear}}
 
{{source|[http://games.t-akiba.net/sf2/dip.html T Akiba], felineki}}
 
{{source|[http://games.t-akiba.net/sf2/dip.html T Akiba], felineki}}

Revision as of 17:28, 5 February 2011

Title Screen

Street Fighter II

Developer: Capcom
Publisher: Capcom
Platform: Arcade (unspecified system)


DebugIcon.png This game has debugging material.


PrereleaseIcon.png This game has a prerelease article

A self-explanatory title if I ever saw one.

NOTE: This page covers all the CPS1 variations of the game. For the CPS2 variations, check out the Super Street Fighter II page.

Debug Tools

There are a few leftover developer tools in the CPS1 versions of Street Fighter II that can be accessed via dipswitch settings.

Object Test

Anatomy of a HK

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

Accessing It

  • World Warrior: Dipswitch A8 off, C8 on, hold P1 MP + P2 LP+HP on startup.
  • Championship Edition: Currently Unknown
  • Turbo: 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 - Modes

There are 4 modes in the Object Test, NORMAL, EDIT, CATCH, and an unlabeled mode we'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.

Controls - Buttons

  • 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 we'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

Scroll away, scroller.

Allows you to view backdrop elements.

Accessing It

  • World Warrior: Dipswitch A8 off, C8 on, hold P1 LP + P2 LP+HP on startup.
  • Championship Edition: Currently Unknown
  • Turbo: 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 B3 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

Huhzewha?

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.

Accessing It

  • World Warrior: Currently Unknown
  • Championship Edition: Currently Unknown
  • Turbo: 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

(Source: T Akiba, felineki)