Av Bishoujo Senshi Girl Fighting
- Av Bishoujo Senshi Girl Fighting Nes Rom
- Av Bishoujo Senshi Girl Fighting
- Av Bishoujo Senshi Girl Fighting Nes
Please report any issues on Discord.
NES - AV Bishoujo Girl Fighting (Bootleg) - The #1 source for video game sprites on the internet! AV Bishoujo Senshi Girl Fighting is a fighting game running on the Street Fighter II engine. It reuses a lot of resources from Street Fighter IV and Kart Fighter with some Master Fighter II stuff mixed in and most of the girls are based off of characters from Ranma 1/2 Chounai Gekitou- hen and Bishoujo. As well as these, one of the backgrounds in the hack is taken from AV Bishoujo Senshi Girl Fighting. One of the music tracks was reused in Tekken 2, another pirate by Hummer Team. The ending is taken from the SNES game, albeit without the credits. Shang Tsung and Clones. Similar to AV Bishoujo Senshi Girl Fighting, Shang Tsung from Hummer Team's Mortal Kombat II is present in the code and acts just like the one of AV Bishoujo Senshi Girl Fighting.minus the fact the collision is broken and doing a standing or jumping kick can cause the game to act strange. AV Bishōjo Senshi Girl Fighting is a fighting game running on the Street Fighter II engine. It reuses many resources from Street Fighter IV and Kart Fighter with some Street Fighter II content mixed. As well as this, most of the girls are based on characters from Ranma 1/2, Chōnai Gekitō-hen and Bishōjo Senshi Sailor Moon Fighting. Chun-Li in the game is taken directly from Street Fighter.
Av Bishoujo Senshi Girl Fighting Nes Rom
Somari |
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Also known as: Sonic the Hedgehog, Sonic & Knuckles 5, Sonic 3D Blast 6, Family Kid, Ji Qi Mao Xiao Ding Dang, The Hummer This game has unused areas. |
Somari is an infamous clone of Sonic the Hedgehog starring the titular character, who is essentially Mario wearing Tails' shoes.
- 7Revisions/Hacks
- 7.1Official
- 7.1.1Sonic the Hedgehog (NES)
- 7.2Unofficial
- 7.1Official
Level Select/Sound Test
Press Left, Down, B, A, Right, Up, A, B, Up, Down, Up, Down, Start at the title screen. For the Sound Test, 01-0B play sound effects while 20-2D play music.
The commands were changed in Doraemon to A, B, Select, Up, Down, Left, Right, Start, though the Sound Test and Special Stage options were cut from this version.
Unused Continue Screen
An unused Continue screen can be accessed by changing the value in 00B3 to any non-zero value, with the value corresponding to how many continues can be used. Somari will start with 3 lives instead of 5 if 'Yes' is selected.
Unused Graphics
A 'Mario' logo, likely a name used early in development. The bottom of the logo was overwritten by tiles used in the Somari title screen.
Sprites of Eggman falling and running. You never chase him down after beating Final Zone, and he simply appears in his Eggmobile, rendering these sprites unused.
Three different animations of Somari losing his balance, based on the balancing animations from Sonic the Hedgehog 2. Unused as Somari will just stand normally at the edge of a cliff. These can be seen in-game with FCEUX cheat 001D:??, where '??' is 11, 12, or 13 respectively. Interestingly, there are three sets of ledge animations like in Sonic 2.
A sprite of Somari with his mouth wide open, most likely to be used when drowning. His normal death graphic is used in-game.
Unused Objects
A checkpoint monitor from Sega's 8-bit versions of Sonic 1. FCEUX cheat 001D:11?04 will replace the first Crabmeat in Green Hill Zone with it. It does nothing when broken.
Monitor for the Speed Shoes. FCEUX cheat 001D:13?04 will replace the first Crabmeat in Green Hill with it. It does nothing when broken.
Unused Audio
The checkpoint jingle from Sonic 1, unused because there are no checkpoints. While this is technically used when the signpost is spinning, only the first note is heard.
The Chaos Emerald jingle from Sonic 1, unused because there are no Chaos Emeralds to collect. However, this was used in Kart Fighter and AV Bishoujo Senshi Girl Fighting.
The continue jingle from Sonic 1, unused because there are no continues, although there is an unused Continue screen (seen above).
Scrap Brain Zone
In both regular gameplay and the Level Select, the game jumps from Star Light Zone (ID 04) to Final Zone (ID 06), skipping Scrap Brain (ID 05). Using Game Genie code IEVAZZAA or setting memory address 04EA to 05 will send you to Scrap Brain after you lose a life, though sadly there isn't much: It has a title card of 'Final Zone Act 1' and shares tiles from Star Light and Final Zone, using the former's music.
Download Somari Scrap Brain Zone Savestate (FCEUX) File:ScrapBrainZoneSomariSavestate.7z (2.35 KB) (info) |
Title card
Wow, what a mess.
Revisions/Hacks
To do:
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Several modified versions of Somari were produced in the years following its release, some of which restore Sonic to the game and change the starting level.
Official
These versions were almost certainly produced by Hummer Team themselves, given that their lineage can be traced through to the version featuring the company's own mascot.
Sonic the Hedgehog (NES)
This version replaces Mario with Sonic, simple enough. Unofficial versions of this exist under the name 'Sonic 3D Blast 5' (although the title screen is unchanged) that have Spring Yard as the first Zone. Another version of this can be found on multicarts, which adds a crudely-drawn '5' below the logo.
Leftover Zones
In the Sonic 3D Blast 5 variant of this hack, the game starts at Spring Yard Zone, meaning Green Hill and Marble go unused. They're still there, though: Green Hill can accessed by selecting Marble in the Level Select, and Marble can accessed by selecting 'Spring Yand' in the Level Select.
The inescapable spike pits in Green Hill were fixed in this version, as well as all of the subsequent hacks in this series.
Version Leftovers
The 'Somari Team Presents' screen still exists in the ROM. Leftover graphics include some running poses of Somari, the signpost with Somari's face as opposed to Sonic, and all of Somari's unused sprites.
Sonic & Knuckles 5
This version changes the title screen but is otherwise the same as the NES Sonic the Hedgehog. Even the same Somari leftovers are in this version. Sonic's outline in this version was changed from blue to black for no apparent reason.
Sonic 3D Blast 6
Appears to be a hack of Sonic & Knuckles 5 which replaces the title screen, adds a start screen based on the menu from Sonic 3D Blast, and starts at Marble Zone. Of course, Green Hill wasn't deleted and can still be accessed via the Level Select. The same leftovers as the NES Sonic the Hedgehog are also in this ROM, along with the Sonic & Knuckles 5 title screen, but some were deleted.
The Hummer
Known in Chinese as Speeding Hummer (超速悍馬), it is also a hack of Sonic & Knuckles 5, with some leftovers from the title screen of that game. Sonic has been replaced with Hummer Team's titular mascot and Green Hill, Marble, and Spring Yard have been palette swapped.
A later version of this hack starring the same character exists on the Samuri 60 in 1 plug-n-play, which has altered background graphics and a couple of glitched songs, as well as most of the separate Acts being split into their own games.
Unofficial
These were produced by other companies without(?) the involvement of Hummer Team.
Family Kid
Based on the original Somari, but replaces Somari with Family Kid, the sometime mascot of still-existent Thai electronics company Family TSI Ltd.
Ji Qi Mao Xiao Ding Dang (Doraemon)
To do: More screenshots. There's also Doraemon signposts. Also, add SW's documentation as listed in the discussion page. |
A very extensive hack by Waixing, this version features Doraemon and replaces just about all the graphics, music, and level layouts.
Please report any issues on Discord.
Kart Fighter |
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Developer: Hummer Team This game has unused playable characters. |
Kart Fighter combines the character design and engine of Street Fighter II (or at least the engine of its NES bootlegs) with the characters, opening screen, and some music of Super Mario Kart, resulting in possibly the best bootleg fighting game in existence. Each character has their own 'home stage' and appropriate special moves (Mario and Luigi shoot fireballs, Koopa Troopa attacks by getting into his shell, etc.).
It's a solid concept - after all, who wouldn't want to see (or have) Luigi punch Mario in the face or Peach knock Bowser down for the count or...
Waitasec...did Nintendo and HAL actually get a License to Print Money™ idea from an unlicensed game?
- 1Master Fighter VI' and Mortal Kombat II Leftover Characters
- 3Unused Graphics
- 4Missing Tiles
- 7Partial Source Code
Master Fighter VI' and Mortal Kombat II Leftover Characters
The game has about 12 actual characters, but the last 4 are obviously inaccessible. This is due to the fact that Kart Fighter was built off of Mortal Kombat II which in turn was built off of Master Fighter VI'. Master Fighter VI' had a roster of 12 characters (not including duplicates). While some of the data for the last four appears to be tampered with, it was never removed and contains some minor references to the previously-mentioned game. These can be accessed either through changing addresses 00B0 for Player 1 and 00B1 for Player 2. Alternatively, before a match starts you can change 007B for Player 1 and 007C for Player 2. The latter method will load the proper palette and stage for the match. You can also access alternate palettes this way by taking the original value and adding 0C to it.
'Skang-Tsung' (Shang Tsung) Leftover
Value: 08
Shares the same value as Shang Tsung in Hummer Team's Mortal Kombat II. Like Shang Tsung, his only move in the game is a fireball (Down, Forward, A) which appears as a mess of two tiles; the same length as Shang Tsung's fireball. However, he does not have the ability to transform and as seen above, only uses Mario's sprites. His first player palette seems to be based off of Toad's second player palette. Using the second address in the second method starts the match on Yoshi's stage.
Balrog, E.Honda, and Ken Leftovers
Values: 09, 0A, 0B
Even though they appear to be Toad with his second player palette using the same moves, their commands are based on the aforementioned characters that appear in Master Fighter VI', complete with the same distance requirements to perform them. However, 0B uses Yoshi's move commands; this is because Ken's special command list referred to Ryu's in Master Fighter VI' and Yoshi takes his spot. 09 uses Toad's stage, 0A uses Yoshi's stage, and 0B uses Koopa's and Bowser's stage.
Endurance Matches
Before a match begins, change address 0058 to a non-zero value below 0B to re-enable Endurance Matches, a leftover from Hummer Team's Mortal Kombat II. Defeating the opponent will result in the opponent getting replaced by whichever character represents which value.
Av Bishoujo Senshi Girl Fighting
Unused Graphics
Common
Every character has a sprite for when they get hit while crouching. In-game, you're forced to stand if you get hit while crouching, meaning that all these sprites go unused.
Everyone's jumping punch animation only has one unique frame, but there's a startup frame for everyone in the ROM. Some interesting things to note:
- One of Toad's jump sprites is actually based off of his jumping punch startup sprite. The graphic banks contain the tiles for the jumping punch startup sprite and the few tiles after it replaces some of this sprite's tiles to create the jumping sprite.
- Yoshi has two of these sprites, with the latter one being a tileswap of the former. It's possible one of them could be related to his unused alternate jumping punch (see below).
Effects for what looks like a projectile making contact. Only Peach, Donkey Kong Jr., and Bowser seem to contain these. In-game, projectiles will just vanish on contact with a fighter and will just pass through each other. For some reason, Peach's sprite is found in two of her graphic banks.
Mari (Mario) and Luigi
The first four graphic banks for Mario are completely unused: they're tiles for Mario's stance, walking animation, blocking sprites, getting hit sprites, dizzy animation, and one of his jump sprites. These reappear a bit later but correctly flipped so Mario's facing to the right (like the rest of the sprites), whereas the unused ones are facing left. While these graphic banks appear first, they all appear to be the same (but flipped around obviously) with the exception of one of his dizzy sprites. This dizzy sprite's hat is more like the rest of Mario's sprites, whereas the one used in-game looks much flatter. This was likely due to the fact that in the graphic banks that did get used, a star was included for when Mario becomes dizzy and ended up replacing one of the hat tiles, thus requiring his hat to be redrawn. This also suggests earlier in development that the star circling around the fighter's head was not yet considered.
An alternate crouching kick for Mario. In-game, his crouching kick sprite is the same as his jumping kick and his flying kick special. Interestingly, all the sprites that use the same torso tiles are in the same graphic bank (including the unused jump punch sprite) and they just replace the bottom-half tiles on this sprite.
Nokonoko (Koopa Troopa)
Koopa hiding in his shell, unknown purpose. In-game, he uses different sprites for his shell attack.
Koopa partially withdrawn into his shell and curled up in a ball. It could've been used for a possible special attack in the same manner as Blanka's ball attack.
Unused startup animations for Koopa's basic attacks. These look like they could work for his standing punch and his standing kick.
Kinopio (Toad)
Toad performing an upwards kick while facing upwards. Possibly intended as a special move.
It's unknown what this could've been used for. It could be a sprite intended for Toad's upwards kick, but the expression on his face implies this could have also been an unused hit sprite.
Two attack startup frames for Toad. The first appears to be for a jumping punch, but Toad attacks with his right hand in-game.
Yossy (Yoshi)
A jumping punch sprite where Yoshi throws a punch at a different angle. The used jumping punch appears to be the original sprite, while this sprite reuses tiles from it.
Possibly additional frames for his tail special attack. In-game, Yoshi just instantly turns around and wiggles his tail while moving forward.
Peach
Peach appears to only have one sprite for when she wins a round, and selecting her has her switch between her standing sprite and her win sprite. However, she has a second win sprite that goes completely unused.
Peach has a graphics bank for not only a duplicate of the unused exploding projectile but what appears to be a spinning effect. These might have been intended for her spin attack. The first sprite is rather odd: not only does its tiles suggest that its tiles are mirrored but there appears to be blank tiles mixed in, suggesting the sprite isn't complete.
Donkey (Donkey Kong Jr.)
Unused sprites for an alternate throw or a special command grab. Donkey Kong Jr.'s first throw sprite was mixed in with these, suggesting it was once part of this attack.
Koopa (Bowser)
Bowser was supposed to use a different sprite during his standing kick. The game instead reuses a sprite from his jump punch.
An earlier version of Bowser lying down on his back.
Sprites for a ball attack for Bowser: a start-up frame, a ball frame, and possibly two recovery frames. This is a bit similar to Koopa's unused ball attack sprite, but Koopa appears to lack additional frames.
Misc.
Graphics for a Game Over screen. The corresponding tilemap can be found at 0x17B91.
Several unused fonts as a result of using graphics from Paaman - Enban wo Torikaese!!
Early text for the title screen menu, which would have read '1 PLAYER', '2 PLAYER', and 'OPTIONS'.
Missing Tiles
Nokonoko (Koopa Troopa)
Fixed |
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When Koopa blocks while standing, a chunk of his foot apparently goes missing.
Fixed |
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These sprites have some tiles defined for them but go missing. However, it's not too noticeable as Koopa's other sprites tend to have missing outlines (often due to tile limits).
Kinopio (Toad)
Fixed |
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Toad loses parts of his foot in some of his sprites.
Yossy (Yoshi)
Fixed |
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Yoshi keeps losing parts of his feet in some of his sprites, most notably his tongue attack.
Fixed |
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Some small chunks of Yoshi's sprites go missing. It's not so noticeable for the same reasons as Koopa.
Peach
Fixed |
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In one of her spinning sprites, Peach was supposed to have more hair than what's shown.
Fixed |
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Once again, more missing outlines and small chunks.
Donkey (Donkey Kong Jr.)
Fixed |
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Donkey Kong Jr.'s stance sprites were supposed to be wider, but several tiles went missing.
Fixed |
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Once again, more small details that go missing.
Koopa (Bowser)
Fixed |
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More details going missing. The rightmost sprite was supposed to have more hair, but a tile goes missing in-game.
Unused Music
While this does play when deciding to continue after a game over, it only plays for less than a second. This fanfare can also be heard fully on AV Bishoujo Senshi Girl Fighting's VS screen.
Oddities
Some characters contain some odd move commands that have remained since Hummer Team's Street Fighter II and Master Fighter VI'. Some of them may have been forgotten, and as a result performing these can lead to some characters doing strange things. They can all be accessed in-game. None of these were ever properly taken out until Mortal Kombat II's revision of the engine.
- Mario - While doing a straight jump, pressing Down + A while rising will cause Mario to jump forward and perform a jumping kick. However, he will only land a few pixels above ground and the game will still think he's in mid-air. This is a remnant of a possibly unfinished implementation of Dhalsim's Yoga Mummy which is done in the same manner. (Possibly Chun-Li's stomp as well from the Street Fighter II port except neither Dhalsim or Mario can do it during a forwards or a backwards jump.) Mario, Dhalsim, and Chun-Li are all under 01 in their games.
- Koopa - Pressing Down and A while next to the opponent causes Koopa to walk forward making a sound effect. This command was carried over from the Street Fighter II port where Zangief's crouch grab was performed this way. Both Koopa and Zangief are under 03 in their games. Sometimes the AI can be seen performing this strange walk in Round 2, possibly as a result of the AI trying to fire off a projectile when required even though Koopa has no projectile attack.
- Peach - Pressing Back and B will make Peach whip her hair as an attack. While this is the intended special move for her and it's rather easy to perform, the odd part is this has its own special move command: Back, Down, B. The simpler move command was likely from either Stalong's hopping kick from Street Fighter IV or Guile's odd glitch kick from Master Fighter VI'. Peach, Stalong, and Guile are all under 04 in their games. Guile in the Street Fighter II port can perform the Reverse Spin Kick with the same command, but he needs to be close to the opponent and he doesn't use the same value, suggesting his code was shifted over and edited for either Street Fighter IV or Master Fighter VI'.
Partial Source Code
Two heavily-corrupted fragments of the game's source code are present in the ROM at the hex addresses listed below.
First Fragment
0x1800, 0x5850:
Second Fragment
0x358B, 0x758B: