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Riding Fight

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Title Screen

Riding Fight

Developer: Taito
Publisher: Taito
Platform: Arcade (Taito F3 System)
Released internationally: December 1992


DevTextIcon.png This game has hidden development-related text.
TextIcon.png This game has unused text.
DebugIcon.png This game has debugging material.
LevelSelectIcon.png This game has a hidden level select.


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

RidingFightCrashHandler.png
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

RidingFightRoundSelect.png

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.

RidingFightRoundSelect2.png
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.

RidingFightFloorHitSet0.png
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.

RidingFightFloorHitSet3.png
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.

RidingFightFloorHitSet3 2.png

  • 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.

RidingFightFloorHitSet1.png RidingFightFloorHitSet2.png
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
N1          
N2          
N3          
TEKI AHA    
N6          
N7          
N8          
N9          
N10         
N11         
N12         
N13         
N14         
N15         
N16         
N17         
N18         
N19         
N20         
N26         
N28         
S42         
S18         
N21         
N22         
N23         
N24         
N25         
N27         
N29         
N30         
N31         
S1          
S2          
S3          
S4          
S5          
S6          
S7          
S8          
S9          
DOKAN       
S12         
S13         
S14         
S15         
S16         
S17         
S20         
S21         
S22         
S24         
S53         
S25         
S30         
S44         
S26         
S27         
S28         
S29         
S31         
S32         
S33         
S35         
KBNDEN      
S37         
S38         
S40         
S41         
S43         
S45         
S46         
S48         
S49         
S50         
S51         
S54         
S55         
S56         
S57         
TN8         
S58         
S74         
S60         
S62         
S66         
S67         
S69         
S73         
TN1         
TN2         
TN6         
TN7         
PATO        
TRAIN       
PLAYER DEAD 
ROBO UDE    
KANSETU LOOP
KANSETU END 
TEL         
RIDING FIGHT
SIZUKI AHA  
WATHER      
JYUUDEN     
NAGEWAZA WHA
TN4         
TN5         
(Source: Original TCRF research)