The pieces were in place in '96.
Sub-Pages#
Debug Features#
The Neo Geo system contains a set of dip switches that can toggle different debug effects depending on the game. These dip switches can be easily found and toggled by using emulator systems like WinKawaks or by using certain Neo Geo Bios to access them. For The King of Fighters '96, the dip switches have the following effects as described below.
Note that for the effects to activate, the dip switches must be toggled on menu screens or the How To Play screen. They will not activate on any screen involving active gameplay. Also note that there is no limitation on what or how many dip switches can be activated at once besides the aforementioned, though the full extent of how dip switches can interact with each other has yet to be tested.
Sprite Viewer#
Toggling switch 1-1 enables a debug sprite viewer, or "DEBUG OBJE" as it is referred to in game. This takes the form of a character sprite that appears on top of the gameplay screen. Gameplay is not affected by this mode's presence at all, nor can the sprite be affected by whatever actions the player character makes.
The player can take control of the sprite viewer by pressing down the coin/select button. This works the same regardless of whether the console is set to AES or MVS, however for AES mode, the player will have to pause the game first, then hold down the button when unpausing to maintain control of the mode.
While in the sprite viewer mode, the player is free to move the sprite around screen, switch the character sprite is set to show, and cycle between the given character's animation IDs.
The controls of the sprite viewer are as follows:
Joystick - Moves the sprite around the screen. The sprite can be moved to any place or direction on the screen without limitation.
A - Cycles forward through animation IDs. The current ID is indicated by the number next to the "ACT CODE" line. The counter goes from 0000 all the way to FFFF, though characters will generally only have 100-200 IDs properly assigned. IDs after that will generally consist of repeats or dummy IDs.
B - Cycles in reverse through animation IDs. Same rules as A, just in reverse. One can go from FFFF back to the start if one desires.
C - Cycles forward through character IDs. The current character is indicated by the number next to the "CH CODE" line. The counter goes from 00 to 1F. 00 through to 1C comprises all the characters that appear in gameplay, including the playable characters and boss characters. ID to 1F contain IDs for additional graphics used throughout the game such as character select icons, background sprites etc. All character IDs will use the color palette of the currently selected player character, and thus will display incorrectly if set to an ID besides the current active character.
D - Cycles in reverse through animation IDs. Same rules as C, just in reverse.
Hitbox Viewer#
Toggling switch 1-2 enables a hitbox viewer. This will cause viewable hitboxes and hurtboxes to appear over the player characters. The boxes appear to be colour-coded depending on their function. Hitboxes are red, hurtboxes are yellow, and collision boxes are blue. This hitbox viewer seems to be somewhat hardware-intensive, as it disables the character nameplates from appearing at the top of the screen, and some sprite flickering can occur if there are many background sprites on screen at once.
Enable Boss Characters#
Toggling switch 1-3 causes a few effects to occur. The most immediately obvious change is that it enables the boss characters, Chizuru Kagura and Goenitz, to be selected as playable characters. Notably, this allows one to see the Three Sacred Treasures team arcade path and ending in the Neo Geo AES/MVS version of the game, which is not normally possible without cheats.
Besides that, two other changes can be seen. For one, the timer no longer ticks down from 60, meaning that matches effectively have infinite time. Second, two counters showing "67" each appear above the POW meter in gameplay. The top counter is a stun counter, while the bottom counter is a block counter. These counters tick down when characters are hit or block attacks respectively, and upon reaching 00 will stun or guard-crush the character.
Edit Menu#
Toggling switch 1-4 brings up a menu screen. This menu presents a very large list of options the player can alter to change various aspects of current gameplay. Similar to the sprite viewer, the player must hold down the coin/select button while unpaused to operate the menu.
The controls of the menu are as follows:
Joystick - Move up and down the menu screen.
A - Click on a given menu option and enter its submenu. While in a submenu, this causes the given counter to cycle forward, similar to the sprite viewer.
B - Controls whether the player's selections affect the player 1 or player 2 character, indicated by the menu reading "PLAYER1" or "PLAYER2" respectively. While in a submenu, this causes the given counter to cycle in reverse, similar to the sprite viewer.
C - Exit the current submenu, given that the player is in one.
The list of options available in the menu are as follows:
SPEED - Appears to control the player character's movement speed. Setting the counter to anything besides the default value seems to make the player character so fast they immediately traverse to either side of the screen.
JUMP - Appears to control the player character's jump height. Setting the counter to anything besides the default value seems to make the player character jump with so much force that they immediately disappear from the screen.
A_DIST - Purpose unknown.
CHOHATS - Purpose unknown.
Frame Data Hex Code#
Toggling switch 1-5 will display hex code that will display over the top part of the screen for each player character. The hex code is listed in 16 rows by 5 columns, some of which get cut off by the health bar graphics. They seem to display 0 or 1 depending on the relevant player character's current actions.
A.I. Editor#
Toggling switch 2-1 enables what the game refers to as the "KOF '96 SEQ TOOL", though said text referring to it as such will usually get cut off by the health bar graphics. The menu seems to allow the player to control the CPU's behaviour patterns.
Sound Test#
Toggling switch 2-6 enables a sound test menu. Inexplicably, player 2 is granted control over this menu instead of player 1. Otherwise, control over this menu functions similarly to the edit menu.
The options available in this menu include:
PLAY - Allows you to cycle through the game's sound IDs and play sounds.
CODE - Purpose unknown.
Additional Switches#
These DIP switches have less noteworthy functions or have yet to be understood.
1-6: Makes both characters invincible to all attacks.
1-7: Effect is currently unknown.
2-2: Gives the CPU control over both characters.
2-3: Makes the player character invincible to all attacks.
2-4: Effect is currently unknown.
2-7: Player 2 can override the CPU's control of characters in gameplay at any time.
2-8: Effect is currently unknown.
Unused Voice Clips#
For many of the characters that have unused super moves, they generally have accompanying voice clips meant for them that go unused.
Character |
Sound |
Transcript |
Description |
|---|---|---|---|
Kyo Kusanagi |
|
I'll show you... the Fists of Kusanagi! |
These voice clips were meant to accompany Kyo's Mushiki DM. Notably, while the finished version of the move in KOF '97 opted to use a different line for Kyo, KOF '98 instead uses a re-recorded version of this line. |
Benimaru Nikaido |
Elec-Trigger! |
This line was meant to accompany Benimaru's Elec-Trigger DM. Would be re-used as is for the move's iterations in KOF '97 onwards. |
|
Yuri Sakazaki |
Yuri...Chou Upper! |
These voice clips were meant to accompany Yuri's Hien Rekkou DM. Would be re-used as is for the move's finished iterations in KOF '97 onward. |
|
Leona |
Sayonara... |
This line was meant to accompany Leona's Rebel Spark DM. A re-recorded version of this line would be used in KOF '97 onward. |
|
Ralf Jones |
Galactica Phantom! |
This line was meant to accompany Ralf's Galactica Phantom DM. It, alongside an added accompanying impact line, would see use in the move's finished iterations from KOF '97 to '99. |
|
Clark Still |
Running Three! |
This line was meant to accompany Clark's Running Three DM. It would be used as-is for the move's finished iterations from KOF '97 onwards. |
|
Athena Asamiya |
Fang... Arrow! |
These voice clips were meant to accompany Athena's Phoenix Fang Arrow DM. A re-recorded version of this line, done by Athena's then-current voice actor, would be used for the move in KOF '97, and so on for the following games. |
|
Sie Kensou |
No good! No good! |
This line was meant to accompany Kensou's Ryu Rensa special move. A re-recorded version of this line would be used in KOF '97 onward. |
|
Chin Gentsai |
It's hot! It's hot! It's burning black! |
This line was meant to accompany Chin's Gouen Shourai DM. It would be re-used for the move's completed form in KOF '97 onward, albeit edited to add an echo effect. |
|
Geese Howard |
Deadly Rave! |
This line, originating from Real Bout Fatal Fury, was meant to accompany Geese's Deadly Rave DM. This line would eventually see use for Geese's iteration in KOF '98 Ultimate Match, which is based on the version present here. |
|
Wolfgang Krauser |
Eat this! |
This line was meant to accompany Krauser's scrapped DM. It has yet to be used in a KOF game proper. |
|
Mr. Big |
Vivo! |
This line was meant to accompany Mr. Big's scrapped DM. A re-recorded version of this line would eventually be used for Mr. Big's Rising Spear DM in Neo Geo Battle Coliseum. |
|
Kim Kaphwan |
Tenbu Kyaku! |
This line, originating from Real Bout Fatal Fury, was meant to accompany Kim's Hoou Tenbu Kyaku DM. It would be re-used as is for the move's finished implementation in KOF '97 onward. |
|
Chang Koehan |
Dossei! Ndeh! |
These voice clips were meant to accompany Chang's Tekkyuu Dai Assatsu DM. They would be re-used as is for the move's finished implementation in KOF '97 onward. |
|
Choi Bounge |
Die, buddy boy! |
This line was meant to accompany Choi's Hoou Kyaku DM. It would be re-used as is for the move's finished implementation in KOF '97 onward. |
|
Iori Yagami |
You won't die that easily! |
This line was meant to accompany Iori's Ya Sakazuki DM. If the boss characters are enabled, Iori can be heard saying this line during the ending for the Three Sacred Treasures team. A re-recorded version of this line would be used for the move's finalized iterations from KOF '97 onwards. |
|
It's finished! |
An unused Iori line. Purpose unknown. May have been intended for a special move. May also have been intended for an ending, given that Iori has ending-exclusive lines in the game. |
||
It's over! |
Another unused Iori line. May similarly have been intended for a special move or ending. |
||
Vice |
Chew on this! |
This line was meant to accompany Vice's scrapped DM. A slightly altered re-recorded version of this line would be used for Vice's Misanthrope and Withering Surface moves in KOF '98. |
|
The King of Fighters series | |
|---|---|
|
Neo Geo |
The King of Fighters '94 • The King of Fighters '95 • The King of Fighters '96 • The King of Fighters '97 • The King of Fighters '98 • The King of Fighters '99 • The King of Fighters 2000 • The King of Fighters 2001 • The King of Fighters 2002 • The King of Fighters 2003 |
|
Arcade |
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|
Game Boy |
The King of Fighters '95 • The King of Fighters: Heat of Battle |
|
Neo Geo Pocket (Color) |
King of Fighters R-1 • King of Fighters R-2 • The King of Fighters: Battle de Paradise |
|
Dreamcast |
|
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PlayStation 2 |
|
|
Windows |
The King of Fighters XIII Steam Edition • The King of Fighters '98 Ultimate Match Final Edition • The King of Fighters 2002 Unlimited Match |
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See Also | |
|
Art of Fighting • Buriki One • Fatal Fury • Ikari Warriors • Samurai Shodown • World Heroes |
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