![]() ![]() Sometimes there won't be any display at all, a solid color screen, or glitched tiles surrounding the VRAM display, as shown above.ĭisplays layer 1 and layer 2 graphics. In the submenus, press D-Pad Left or Right to change the palette (8 total), press Up to scroll down and Down to scroll up.ĭisplays sprites such as player characters, enemies, food and weapons. You can still leave the submenus by pressing Select, however. Once you enter this menu, you'll need to reset to exit. The contents will vary depending on what graphics were loaded into VRAM when you used the Start + Select debug soft reset. ![]() With the correct tilemap in place it appears as follows: However, it just shows a blank screen instead as the tilemap is incorrectly loaded into VRAM: it uploads a repeating 8-bit #$7B value instead of a 16-bit #$7B00 pattern. This is supposed to display a simple test screen of a grid with dots, as seen in a number of Capcom arcade games. Hold Start and tap Select to exit (may take more than one try). Note that it has labels for four controllers, even though the final game has no multitap support. I/OĪ controller test that shows the states of the buttons on both controllers. Attempting to select this option freezes the game as it loops an empty subroutine over and over, but you can regain control by pressing Select. This test worked in the original SNES game, but the programming is now missing. Press Start to activate the current selection. Note that this works only for the Japanese version - the programming seems to have been deleted from the US version, possibly to make room in bank $00, but the menu text remains. Reset again and hold Select to activate a CPS1-like TEST MODE menu. This activates the debugging features by setting RAM address $7EFFFA to 01. Immediately after resetting the game, hold Y + B on controller 2 until the Capcom logo fades out. To enable the game's debug mode, add one of the following codes: Region version has become one of the more sought-after cartridges among Super NES collectors. (as they were not used to rehashing their own games back then) until two years after the Japanese version. Because of this, Capcom did not feel confident enough to release it in the U.S. Thanks for all your support! Final Fight GuyĪ revised edition of the first Final Fight for the Super NES that replaces Cody with the formerly missing-in-action Guy, while making a bunch of other less-obvious changes that were not as blatantly advertised. Please consider supporting The Cutting Room Floor on Patreon.
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