Well Im done testing for now. If anyone has any suggestions on how to test the ones I havent figured out yet, please do. All of these before ‘unknown’ are verified by me just now.
00: Beaten Dictator 1=Yes 0=No (no affect on gameplay or on which boss appears in arcade mode. Just a recording in the DIP switches if you’ve beaten him as a boss character. Set to 0 and beat the game, the DIP will be updated automatically)
01: Beaten Gouki 1=Yes 0=No (same as above)
02: Dizzy Icons 1=Up and Down, possibly glitched 0=Smooth circle (The dizzy images remain the same and random. The ‘up and down’ kinda looks like they are bouncing, carousel style, as they go, but still looks weird. I think its a glitch with them showing the animation frames in the wrong order, and setting to 0 fixes the glitch so they show in the correct order as a smooth circle around your dead ass)
15: Percentage for 1-frame block again O.Ryu’s air HK: 0=Some (50%?) unblockable 1=All blockable
16: Percentage for 1-frame block again O.Ken’s air HK: 0=Some (50%?) unblockable 1=All blockable
(Both tested to 20, and 50% is prolly right. Set to 1, it is always blockable)
1B: Show character headshot under lifebar? 0=Yes 1=No
1C: Color of character name under lifebar? 0=Blue/White 1=Red/Yellow
Unknown:
17: The ‘blocking’ sound (like after you smash one half of the car and have to go to the other side) sounds the same for all three hit levels on both settings. I dont know what to test or how to.
1A:I have no clue here where to even begin testing. Who’s normal move damage is incorrect?
20: No way in hell Im testing this for over 500 games. I dont know if the ‘match count’ is somewhere on the versus screen, or talking about the last couple of digits to your score. That’s some MK2 Noob Saibot dedication right here I just don’t got.
25: I can’t figure this one out. Set either way, you still can enter your initials if you have a high score. I tried using normally ‘banned’ initials ‘AAA’ to see if they got renamed to ‘CAP’ or similiar, but they didnt. I have no clue what this does.
34: I can’t figure this one out either. In training mode, N.Gief vs N.Chun (set to jump), everything appears identical. Same three fierce’s in the air dizzy Chun. Dizzy time remains the same, based on the dizzy icon. Animation for the dizzy icons both start at the same time, and are equally random as to which icon. I can’t tell what this does differently.
38: No idea what this means or where ot begin looking.
37 & 3E: I can’t find any different for either setting, whether on or off. In normal play, you you can’t do a move after time over or round over. If you can, I dont know the trick. I’ve tried multi hit supers that kill in the first couple of hits; Boxer throws one finish punch after the KO or time out that whiffs. Everyone else finishes the move, with the proper hits connected but not doing any damage once the opponent is killed or time is over. Im gonna reread Majestro’s post in the trivia thread because it may be related, but Im lost on this one.
I know that Kawaks has .dat files for games that save dispwitch settings as numbers (generated from seeing the switches as a series of binary digits, 1 = on, 0 = off… or is it the other way around?). If you screw around with those numbers enough, keep saving the .dat file, and reloading it in Kawaks while at the game’s service mode screen (press F11), you should be able to see which switches are being turned on and which off. That’s the only way I know to go about it at the moment.
To see the hitboxes, the following switches must be set accordingly:
A-8 and C-8 ON - This activates the in-game test mode.
A-2 ON - Display hitboxes
C-1 OFF - Run normal speed (otherwise the test mode will run at double speed)
C-2 OFF - Otherwise the test mode will make both players invincible.
ALSO, when the game is starting up, hold down Player 2’s Jab and Fierce buttons to get into the game, otherwise you’ll be stuck at the service menu.
There are 5 different types of boxes, any one of which may be present or not present for any particular frame of animation. A high vulnerability box (white), mid vulnerability box (tan/yellow), low vulnerability box (brown), attack hitbox (black), and a “push” box (frustratingly, the same brown as the low receiving box). The “push” box is what determines the “solidity” of the character, for when you walk or jump against them and such.
Toodles - Thanks for testing that out. Some of those translations I did might be kinda weird, but that’s because the original Japanese text is either weird or very vague. (Why the hell they call the character portrait the “cockpit”, I have no idea…)
The word that is always used for “normal moves” is ??? (literally “normal attack”), but for some reason in the DIP switch list, they use ???, which means “normal bullet”. I just interpreted that to mean “normal move”, but I dunno…it might mean something else.
Hahaha…yeah, I don’t ever intend on testing that either. I think it just refers to the match count at the beginning of each fight. The counter stops at 99, and I’m assuming it resets back to 0 after 256 fights.
It says ??? which is literally “without/instead of name entry, the high scores remain”…doesn’t really make much sense to me either…
???
“Getting dizzied by a move that hits you while airborn”
There are two situations I can think of:
Killing the opponent with a grab (Boxer’s headbutts, Sim’s noogie, etc.) will allow you to jump or do a move after the opponent dies.
After killing the opponent with Ken’s QCF+kick move, you can continue to do it infinitely, even though the round is over. (See NKI Volume IX.)
few of the minor glitches which some people are reporting, which i don’t care unless its in arcade mode i think are from the vs. mode and training becuase originally ST ccc2 wasn’t supposed to have those 2 modes to begin with and so sirlin added those. the training mode is just basically the arcade game reprogrammed so the clock and cpu wouldn’t move and the game doesn’t end when the lifebar is empty. the training and vs. modes had to be added and programmed for cause original ST only had arcade mode so it didn’t surprised me those 2 modes would have some very minor glitches. anyway i think sirlin did a great job getting a training mode in there for the community while working on a tight schedule for the game’s release. but you getting that glitch in the arcade mode i assume is weird.
CCC2 training mode feels like sirlin just implemented some mame cheats. Some people say that its arcade perfect because it uses the arcade roms but realistically CCC2 is not arcade perfect since the timing on combos is more strict.
Me not being from the USA (I’m from Santo Domingo ;D),can you give a pointer on who are the best American (USA) players? Like the Japanese report? Sorry if it to much.
My Picks:
O.Sagat : John Choi. dude is a Beast
Balrog: Graham Wolfe. Another beast.
Ryu: Valle
Chun: You?
Sim: J.Cole, Alex Wolfe.
Cammy: J. Chen?
Sorry if it is too much to ask, and thanks in advance.
I know damage for a particular move is random within certain limits, but is chip damage? Does it cause slightly more and slightly less sometimes, or always the same amount? By experience it seems like it’s always the same, I was just wondering.
For those who wanted to see Claw vs. Honda, here’s one example: http://blog.mi-ka-do.net/?eid=272312
(Fourth link from the top, Noguchi vs. goriraimo. File name = 0217_04.zip)
I don’t have any evidence to back it up, but it seems to me that it could be random. Like with Dhalsim’s super, I can remember times where I just thought “Damn, that did hella block damage…”
I pretty much agree with your list. John Choi also plays a good Ryu and a good Guile. Also…
afro legends - Boxer, DeeJay
Mike Watson - Boxer, Ryu
Jason Nelson - Guile
Jumpsuit Jesse - Fei Long
…and several more who I can’t remember because I haven’t seen them in years…
Should be in Kawaks/ini/(game).ini. They’re INIs not DATs, my mistake. Open it up, and under the [Settings] header should be DipA, DipB, and DipC numbers. Open Kawaks, open the game, go to the test menu (press F11), then go to “Dip Switches”. That should show which are on and which are off. Mess with the numbers in the INI, save it, then use Game -> Reload settings from INI to see which switches were changed. Do that until you’ve got the switches set according to the requirements I posted earlier.
I’d try to help with the actual relation between the series of switches and the number in the INI file, but during the few times I worked with it, it was really awkward.
Look what happens near 52" : Taira counters a blocked psycho crusher with a scissor kick. How do you do that ? I tried everything that came to my mind but couldn’t do it a single time. Things I tried included pressing a kick button the moment bison faces the other side (while blocking) and inputting back, forward + kick at that same moment.
^^he held back to block and charge, opponent switched sides, he kept holding back (which was now forward) and pressed kick. Thus completing the motion for a scissor kick. It happens often when you use charge characters but most of the time it’s just annoying.