Riding Fight is a Front View Speed Action Game. Two radical dudes, Burn Bowie and Keith Jager, fight the gnarly "Death Serpent" gang and get mucho dinero by shredding on their sick hover boards and doing sweet martial arts moves.
Debug Functions#
Exception Handler#
This game has a basic exception handler for the standard set of exception vectors. Unfortunately, the values of the registers and program counter use palette 8, which is completely black.
(Source: Original TCRF research)
Round Select#
This game uses the Taito Code:
- While the game boots up, hold Service 1 until the "SERVICE SW ERROR" message pops up on the screen.
- Then, press 1P Start (x3), Service 1, 1P Start. The round select menu will appear after the Taito logo.
As the screen says, use 1P Joystick to choose between options and 1P Start to select that option.
Trying to select the blank option will produce this amusing error message. That phone symbol ☏ is supposed to be an exclamation point, but, well...
There are two additional options at 0x03B9C and 0x03BCA that don't appear in the final round select:
R6: THE FINAL BOSS
S5: FIGHTING AMONG PLAYERS
These match up with the final boss (of course) and the player-vs-player fight at the end of a 2P game.
(Source: Sudden Desu)
Object Checker#
Selecting "Object & Style Checker" on the round select will bring up this object viewer after the player select screen.
Controls (All Functions)
- 1P Start: Changes function (Loops between Floor Offset, Damage Hit Area, and Attack Hit Area)
- 2P Up/Down: Adjusts frame number by 1.
- 2P Button 1: Changes frame adjustment delay from 8 frames to 1 frame when held.
- 2P Button 2: Changes frame adjustment from 1 to 100 when held.
The first function is both an object viewer and a test off how the game's sprite scaling.
Controls (Zoom)
- 1P Left/Right: Adjusts horizontal zoom.
- 1P Up/Down: Adjusts vertical zoom.
- 1P Button 1: Switches to Floor settings.
- 1P Button 2 + 1P Button 1: Decrements palette number.
- 1P Button 3 + 1P Button 1: Increments palette number.
Controls (Floor)
- 1P Joystick: Moves sprite on Floor A, B, or C.
- 1P Button 1: Switches back to Zoom settings.
- 1P Button 2: Disables the "Floor" variable. This affects the height offset of the sprite in the frame viewer.
- 1P Button 2 + 1P Button 1: Toggles horizontal flipping for the frame viewer sprite.
- 1P Button 3 + 1P Button 1: Toggles vertical flipping for the frame viewer sprite.
- 2P Button 1 / 2 / 3: Sets sprite on Floor A, B, or C to the sprite in the frame viewer. If there's already a sprite in that slot, the slot will be set to 00.
The second shows the current sprite's floor offset, represented here by a green dot. The "OLD" row is the original value, and the "NEW" row shows the user-adjusted offset.
Controls
- 1P Joystick: Moves the floor offset, represented on-screen by a green dot.
- 1P Button 2: Resets the floor offset and toggles a "Master No." prompt on the bottom of the screen. The user can adjust this number with 2P Up/Down but it doesn't seem to do anything.
The third and fourth tools display the current sprite's hit and hurt points.
Controls
- 1P Joystick: Moves currently selected point.
- 1P Button 2: Selects between Hit XZ Lower, Hit XZ Upper, Hit Y Pos / YS, and Hit Y Pos / YB points.
- Pressing it on Hit Y Pos / YB will bring up the Master No. prompt again and reset the position of all points.
(Source: Sudden Desu)
Unused Text#
The following message is mixed in with the high score text at 0x016AA:
INFORMATION
BY TEAM REVOLUTION
Would you please enjoy RIDING FIGHT?
Team Revolution is also credited on the unreleased Taito F3 game Command War.
(Source: Original TCRF research)
Developer Text#
The following string is stored at 0x0635E, right after the subroutine that resets all of the end-of-round bonus variables.
Bonus score liquidation
A complete set of sample labels can be found at the start of each bank in the Ensoniq sample ROM (d34-03.17):
0x000000 |
0x080000 |
0x100000 |
0x180000 |
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(Source: Original TCRF research)