
It contains no programming except to remain on the CHAR TEST main menu.ĭoes not function. They'll sometimes have the same data it's not clear what the differences between the two are.ĭoes not function.

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 Left or Right to change the palette (8 total), 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).Īlso known as Dot Cross Hatch. Note that it has labels for four controllers, even though the final game has no multitap support. Press Select to exit.Ī controller test that shows the states of the buttons on both controllers. Likely used to calibrate monitors/TV screens during development. Press Start to activate the current selection.

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:

Additionally, only three enemies could be on-screen at once, making the game as a whole easier and less frantic than its arcade counterpart.įortunately, Capcom got better, and later released Final Fight Guy, an alternate version of the game that allowed you to play as Guy (but removed Cody), as well as two SNES-exclusive sequels, Final Fight 2 and Final Fight 3. Faced with the tight constraints of an eight-megabit ROM (and possibly a looming deadline), Capcom made the rather unpopular decision to excise a number of features, including one of the playable characters (Guy), the entire Industrial Area stage, and two-player cooperative mode. The SNES version of Final Fight is a cut-down port of the arcade original.
