This topic keeps popping up in the “SSF2T, in the house” and “The Yoga Book Hyper questions/translation requests” threads (which are both vast wealths of information), but appears it may be at the point of deserving a thread of its own.
So, here’s what I’ve found for enabling and playing with “dev mode”, on SF2: Turbo/Hyper Fighting. Anybody that knows how to get into dev mode on any other games, please share the knowledge. So far, I think it’s safe to say that this will only apply to CPS-1 games…but maybe somebody out there knows something more about CPS-2 games (other than you need an actual dev kit or additional piece of hardware…).
To keep this thread legit, particularly with the discussion moving into doing this with emulators, I have included a pic of my SF2T board, in the example file linked below.
The emulator I’m using is FBk Alpha Plus! '06 Edition! v.0.2.95.23.*
- Start SF2T (US version, for these instructions), then close it.
- Go to \config\games folder in FBKA+ install folder (i.e. C:\FBkAlpha+!\config\games)
- Locate sf2t.ini file (you may need to enable hidden files in Windows Explorer…google it if you don’t know how)
- Edit the last three lines of the file, so they read:
input “Dip A” constant 0x73
input “Dip B” constant 0xEF
input “Dip C” constant 0x83
If you don’t see these lines, simply add them after the ‘input “Reset”…’ line. If you are using a different emulator, it may not use hex for the dip switch setting values, or may handle dip switches differently. Ultimately, the emulator has to acknowledge all dip switches, not just those used for particular game settings, in order for this to work. - Restart SF2T, holding player 1 strong punch button through opening screens, until you arrive at “dev mode” screen
- Once in dev mode:
Change char: P1 Fierce + P1 UP
Remove data layer: P1 Fierce + P1 Roundhouse
Display hitboxes: P2 Forward
Cycle through attacks: P1 Up/Down
Progress through attack animation: P1 Jab
Reset attack animation: P1 Strong
I have been unable to make this work in WW or CE. If you start up either game with the dip switches set as outlined above, you will arrive at a “test mode” screen. The same will occur with SF2T, if you do not hold down P1 strong punch though boot screens. Possibly there is a different button to hold down for WW and/or CE?..altho, I think I’ve exhausted all the single-button possibilities.
Anyhoo, here is the animation frames for Ryu’s “close” standing fierce: http://www.mediafire.com/?e9u0tyyjtrm.
The frames progress as follows: 1st frame without hitboxes, 1st frame with, 2nd frame without hitboxes, 2nd with, etc etc.
Hope this is useful…share your knowledge. I would personally be interested in being involved in putting guides together, documenting the SF2 engine, etc etc, if others are also interested.
*This emulator refers to a hex value for the dip switch settings. If attempting to use a different emulator, you will need to ensure:
a) it also refers to a hex value for dip switch settings,
or
b) it refers to binary (requring conversion of the value from hex to binary)
and
c) it uses all dip swithces (not just those used for gameplay options).