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Main - ROM Hacking - SSF2X Test/Debug mode? New thread | New reply


felineki
Posted on 05-05-07 12:03 AM Link | Quote | ID: 32930


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Within one of the ROM files for Super Street Fighter II X (MAME ssf2xj), specifically sfxj.04a, at the offset x507B0, ASCII text for the game's service mode can be found. Aside from what you'd normally expect, there seems to be a lot of text intended for some kind of indepth test or debug mode. Some of the more notable strings include "OBJ TEST", "NORMAL", "EDIT", "CHR TYPE", "CHR DIR", "HEAD", "BODY", "FOOT", "ATCK", "ATCK DNo", and "HIT TYPE". There also appears to be text for a more detailed sound test, such as "TEMPO", "SCALE", "FADE IN", and "FADE OUT".

Might the code for these still exist unused in the game somewhere, and could it possibly be accessed somehow? I don't have any ASM knowledge myself, so I don't know how I'd go about finding this out.

Kawa
Posted on 05-05-07 10:18 AM Link | Quote | ID: 33062


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I see you found those strings too?

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MathOnNapkins
Posted on 05-05-07 11:11 PM Link | Quote | ID: 33135


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1. Yes 2. Yes

But there's no guarantee it still exists, it's just possible. I have no idea what kind of processor SSFII X uses. Hell, I'm not even sure I know what game that is. As I understand it, MAME is a emulator that actually emulates many different processors b/c arcade games used a large variety of hardware for different games. So the place to start looking is to find the MAME developer board and find out what processor and other hardware it uses and go from there. It might be straightforward or it might be a nightmare depending on how the code is set up as well as the processor it uses.

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Stifu
Posted on 05-05-07 11:39 PM Link | Quote | ID: 33142


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SSF2X runs on the CPS-2.

felineki
Posted on 05-06-07 02:06 AM Link | Quote | ID: 33183


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Right, CPS2. AFAIK, CPS2 uses a 68000 for most of the processing. It also has a Z80, but that is dedicated solely to processing sound code.

dirtbag
Posted on 05-06-07 06:23 AM Link | Quote | ID: 33236


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Posted by felineki
Right, CPS2. AFAIK, CPS2 uses a 68000 for most of the processing. It also has a Z80, but that is dedicated solely to processing sound code.


You recall correct

Main Processor : Custom 68000 at 12 Mhz
Address Bus : 24 bit
Data Bus : 16 bit

Sound Processor : Zilog Z80 at 8 Mhz

Sound Channels : 16 Stereo Channels
Sound Format : PCM QSound

Color Palette : 32 bit
Total On Screen Colors: 4096
Colors per tile : 16 (4 bits per pixel)
Object Number : 900 (16 x 16 pixels)
Scroll Faces : 3
Resolution : 384 x 224

Maximum Capacity : 322 Megabits

felineki
Posted on 06-23-07 09:56 AM Link | Quote | ID: 48856


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Well, after reading some info from a Japanese site, I was able to access this menu in Street Fighter II' Turbo (sf2tj). It's accessible by hardware dipswitch settings. After I posted on another forum about the dipswitch method, someone else came up with a Kawaks cheat that allows access to the menu regardless of dipswitch settings:

Name=Test Menus
0=Disabled
1=Scroll Test, FF08CF, A4
2=Obj Test, FF08CF, B3
Default=0

Now if only we could access it in SSF2X, then I'd be happy as a clam.

Kawa
Posted on 06-23-07 10:45 AM Link | Quote | ID: 48865


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Nice screenshot there, Felineki! I'm sure a lot of Mugen users could learn from this too.

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Main - ROM Hacking - SSF2X Test/Debug mode? New thread | New reply

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