
Seems to be tailored on a character by character basis, for example every character has their own sprite selection and position offset for reacting to a Ryu frame with a Catch value of 01, etc. Determines opponent sprite and position offset for when they are grabbed by a throw technique.
CATCH: Catch ID for current animation frame. PRIO: Sprite priority for current animation frame. KAGE: Ground shadow sprite ID for current animation frame. BODY1: Pushbox ID for current animation frame. ATCK: Attack box ID for current animation frame. WEAK: Weak point box ID for current animation frame. FOOT: Foot vulnerability box ID for current animation frame. BODY: Body vulnerability box ID for current animation frame. HEAD: Head vulnerability box ID for current animation frame. (Unlabeled, under CHR DIR): Current animation sequence ID. CHR DIR: Current character direction, 00 = facing left, 01 = facing right. CHR CTR: Number of frames of game time that the animation frame is to be displayed before advancing to the next frame. These are the currently understood parameter displays: #Street fighter 1 rom update
(The display does not update until P2 HK is pressed again, even if you move to another animation frame or hitbox type.) Displays/resets currently selected hitbox type of current animation frame (EDIT mode only). P2 HK: Increments "P2" animation frame (CATCH mode only).P2 LK: Increment hitbox type selection (EDIT mode only).P2 HP + Up/Down: Increment "P2" character.P2 MP: Resets "P2" current animation to its start (CATCH mode only).P2 LP + Left/Right: Increment SY value of currently displayed hitbox (EDIT mode only).P2 LP + Up/Down: Increment SX value of currently displayed hitbox (EDIT mode only).P2 LP: Decreases "P2" Chr Ctr value by 1 every frame while held down, thus playing back the current animation in realtime (CATCH mode only).Increment DY value of currently displayed hitbox (EDIT mode only).
P2 Left/Right: Toggle "P2" direction (CATCH mode only). Increment DX value of currently displayed hitbox (EDIT mode only). P2 Up/Down: Increment "P2" animation (CATCH mode only). P1 HK: Increments "P1" animation frame (EDIT and CATCH modes only). P1 MK: Disables character axis display while held. P1 LK: Toggle tile display (NORMAL mode only). P1 HP + Up/Down: Increment "P1" character. P1 HP: Toggle priority of "P1" and "P2" sprites (CATCH mode only). P1 MP: Reset "P1" current animation sequence to its start. P1 LP: Decreases "P1" Chr Ctr value by 1 every frame while held down, thus playing back the current animation in realtime. P1 Left/Right: Toggle "P1" direction (NORMAL and CATCH modes only). P1 Up/Down: Increment "P1" animation sequence. P1 Start: Increment Stage (Seems to be involved with palettes you have to change this value to display proper palettes for the boss characters). This allows you to review how an opponent who is grabbed with a throwing technique will be displayed. "CATCH2": Displays an opponent character with a specific sprite and position offset as determined by the value of the primary character's CATCH parameter. CATCH: Displays 2 characters standing on the same spot, for some reason. EDIT: Displays hitboxes and their associated data. NORMAL: Offers the basic animation viewer as well as tile data for each animation frame. There are 4 modes in the Object Test, NORMAL, EDIT, CATCH, and an unlabeled mode we'll refer to as "CATCH2". I tried layering various other sprites over it until finally, it looked like an ‘o’. “Maybe I can just force it to look like an ‘o’,” I thought. Since the logo had already been created, I couldn’t just go in and change the letter at this point.
I had made a mistake with the subtitle “World Warrior”, mis-spelling it “World Warrier.” Now I can safely tell this story too, but we actually didn’t discover it until several months after all the sprite work had been done. "Then, just three days before the deadline, I discovered something horrible. One of the game's planners, Akira "Nin" Nishitani, said in a 1991 interview that this mistake was noticed almost at the end of development: This is actually what the subtitle of this game's first of many editions looks like inside the World Warrior graphics ROMs, with a typo on "Warrior". The artwork can be viewed, however, using specific hacked versions of the initial World Warrior release that enable the ability to play as the bosses, except for the continue screen where art of Ryu is displayed instead.
However, the four bosses are not made playable until Champion Edition, which features some redrawn and tweaked character select artwork.
To see this would require playing as Bison and losing, or beating him in any stage other than the final. Bison outside Japan and Vega in Japan more on that later), unused only in Street Fighter II: The World Warrior. A post-stage picture of a defeated Dictator (M.