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Bugs:Final Fight (SNES)
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This page details bugs of Final Fight (SNES).
Round 3 Collision Data
After breaking down the door to the bar/club, walk inside to scroll the screen to the position shown. Go back outside, and you can now walk straight up to the top of the screen due to the character being caught in between the left edge of the screen and the wall. Unfortunately, there's no useful application for this bug. This was fixed in Final Fight One, a Game Boy Advance port of the SNES game.
Final Fight (SNES) | Final Fight One |
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02 02 02 02 02 02 02 02 02 02 02 02 02 02 06 06 02 02 02 02 02 02 02 02 02 02 02 02 02 02 06 06 02 02 02 02 02 02 02 02 02 02 02 02 02 02 06 06 02 02 02 02 02 02 02 02 02 02 02 02 02 02 06 06 02 02 02 02 02 02 02 02 02 02 02 02 02 02 06 06 02 02 02 02 02 02 02 02 02 02 02 02 02 02 06 06 02 02 02 02 02 02 02 02 02 02 02 02 02 02 06 06 02 02 02 02 02 02 02 02 02 02 02 02 02 02 06 06 02 02 02 02 02 02 02 02 02 02 02 02 02 02 06 06 02 02 02 02 02 02 02 02 02 02 02 02 02 02 06 06 02 02 02 02 02 02 02 02 02 02 02 02 02 02 06 06 01 01 01 01 01 01 01 01 01 01 01 01 01 01 07 08 01 01 01 01 01 01 01 01 01 01 01 01 01 01 01 01 01 01 01 01 01 01 01 01 01 01 01 01 01 01 01 01 04 04 04 04 04 04 04 04 04 04 04 04 04 04 04 04 04 04 04 04 04 04 04 04 04 04 04 04 04 04 04 04 |
02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 02 01 01 01 01 01 01 01 01 01 01 01 01 01 01 07 08 01 01 01 01 01 01 01 01 01 01 01 01 01 01 01 01 01 01 01 01 01 01 01 01 01 01 01 01 01 01 01 01 04 04 04 04 04 04 04 04 04 04 04 04 04 04 04 04 04 04 04 04 04 04 04 04 04 04 04 04 04 04 04 04 |
To understand the collision data, the hex values represent the following:
- 01 - walkable path
- 02 - top wall
- 04 - bottom wall
- 06 - pushes character down if jumping
- 07 and 08 - diagonal boundary