If you appreciate the work done within the wiki, please consider supporting The Cutting Room Floor on Patreon. Thanks for all your support!

Bugs:Final Fight (SNES)

From The Cutting Room Floor
Jump to navigation Jump to search

This page details bugs of Final Fight (SNES).

Round 3 Collision Data

Final Fight SNES Round 3 collision data bug.png

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
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