Unused Content

Although Jojo's Bizarre Adventure: Heritage For The Future featured several revisions of the game, including the previous game that is Jojo's Venture, many assets included within the arcade ROMs were still unused. Many of them were only finalized for the PS1 release of the game and thus the Arcade game features only about 60-70% of the content that the creators of the game intended to include in the final product.

This page's goal is to list and show all unused assets found within ROMs as well as describe hidden functions hidden within the game in form of Developer Tools, Debug settings and whatnot. Unused graphics, attack data, sound files, music, etc. will be included here and potentially later transfered over to TCRF.

## Developer Mode

For simplicity's sake, instead of writing proper notations for the ingame buttons, all notations will be instead written as numbers due to the fact these menus usually use all 6 available buttons.

### 1. Configuration

This menu shows you the current version of the game, build number and release date. You can change the game's region by pressing left or right. Pressing button 2 will display what's built-in the BIOS.

### 2. Score Screen

This menu displays scoreboard's font, as well as HUD elements and many other miscelaneous graphics.

* Press up or down to scroll through the graphics. Holding 1 allows you to scroll through them much quicker.
* Press left and right to change color palettes. Pressing 2 allows you to swap palette ranges.
* Pressing 3 and 4 changes how the graphics are overlayed.

### 3. BG Test

This menu displays all available backgrounds that the player can access ingame. Note that some of them do not have a full preview for whatever reasons.

* Use P1's directional buttons to move the backgrounds. Buttons 1, 2, 3 and 5 enable/disable background layers and button 4 can be used to play special background animations on certain stages.
* P1's Start button changes the background to the next one.
* P2's button 1 and 2 change the zoom level. Button 3 restores the default zoom. Button 4 shifts some of the background graphics in one direction.
* P2's direction buttons seem to change the "Line scroll" and "Line zoom". However, these do not seem to affect anything.
* P1's button 6 changes how this menu functions, allowing to mess around with the character sprites and other graphics, similarly to the Object viewer menu.
* P1's up and down buttons cycle the graphics' groups. Buttons 1 and 2 cycle between the graphics. Button 3 changes the graphic's position, layering it on specific background parts(?).
* Buttons 4 and 5 mirror the sprite vertically and horizontally respectively. Pressing button 6 returns the previous functionality of this menu.
* P2's directional buttons allow you to move the sprite around the background.

### 4. Color Check

Self-explainatory. This menu allows you to change the RGB values.

Controls are as follows:

* P1 left and right - red color value,
* P1 buttons 1 and 2 - green color value,
* P1 buttons 4 and 5 - blue color value,
* P2 left and right - changes hue,
* P2 buttons 1 and 2 - changes saturation,
* P2 buttons 4 and 5 - changes the values of all colors at once.

### 5. Pattern

Seems like this menu might've been used for previewing the animations. Not all characters are available for previews and a lot of the graphics aren't loaded properly. This menu is quite unstable in general, especially in HFTF. In Jojo's Venture it displays some of the stuff properly.

* P1 button 1 while held will play the animation. Button 2 changes the sprite to the next frame of the animation. Button 3 resets the animation to the first frame.
* Using directional buttons changes the animation and characters. Note that this can only be done when the player did not start playing the animation. Pressing button 3 allows you to cycle through them again.

### 6. Object

Object viewer allows you to see majority of the assembled sprites within the ROM.

* Use P1's button 1 and 2 to change the sprites and up/down to change the character.
* Button 3 toggles Colorcode, this allows you to cycle through color palettes with left/right.
* Buttons 4 and 5 allow you to mirror the sprite vertically and horizontally respectively.
* Holding button 6 and pressing left/right will challenge the colormap, cycling between different palette ranges. This may crash the game.
* Pressing P1's Start button switches display to the second visible sprite.
* Pressing P2's Start button toggles sprite scalling off/on.
* P2's directional buttons can be used to move the sprite around the screen.
* Hold P2's button 1 and press directional buttons to scale the sprite. Tapping the button without pressing any directional buttons will reset the scalling.
* P2's Button 2 changes sprite priority.
* Pressing P2's button 3 and moving the sprite will automatically snap the other sprite to its position.

### 7. Hogehoge

Another menu for previewing animations, although it seems to be more advanced than the Pattern menu. All of the animations are displayed on a desert background and you can cycle between the two sprites using P1's Start button, just like in the Object viewer. Note that this menu seems to also lookup some data from Jojo's Venture, namely the intro cutscene that was removed in HFTF.

* P1's directional buttons change the animations. Left/right changes the animation by 1, while up/down changes the animation by 10.
* P1's Button 1 plays the animation while the button is held.
* P1's Button 2 switches to the next frame of animation.
* P1's Button 3 resets the animation to the first frame.
* Holding P1's button 4 and pressing left/right changes the characters.
* P1's Button 5 while held allows you to change the sprite's scalling, while button 6 mirrors the sprite vertically.
* P2's directional buttons adjust the sprites offsets.
* P2's Button 1 while held allows you to move the sprite around the screen much faster.
* P2's Button 3 creates slots for saving the sprite's current position and frame. Up to 40 slots can be created. Button 5 overwrites this slot with the current position and frame. Button 6 cycles between the saved slots.
* Pressing and holding P2's button 4, then pressing button 3 will delete all slots.

### 8. Hit Editor

This menu is used for previewing the animations and adjusting hitboxes for each frame. It looks like this menu had the option to write the new hitbox data into the ROM, but it is not functional anymore.

Opening this menu while the P2's Start button is held would allow to compare the hitboxes between two characters with a different preview style.

Interestingly enough, pressing the Coin button with P1 displays a list of commands for this menu.

### 9. Cnt Editor

**Warning: Changing anything in this menu may affect the game or just straight cause the game to not load properly anymore! Do not mess with it unless you know what you're doing.**

This menu seems to be capable of changing a lot of properties regarding in-game animations, including displayed sprite, duration, looping, sprite's mirroring, etc. (possibly more). Unlike Hit Edit, **it is actually possible to save any changes done through this menu!** This can affect gameplay but will usually just result in a lot of crashes. It may also prevent the game from loading altogether. In case this happens you might have to remove the game's save data in order for the game to work properly again.

### 10. Message

Allows you to view all text messages that appear during cutscenes, win quotes, challenge mode, etc..

* P1's left and right change the japanese text, while up and down change the group of the text messages. Holding P1's button 1 allows you to quickly browse through these.
* Same for P2's controls except there are no groups to browse and it changes the english text instead.

### 11. Hdo Test

Shows the Score Ranking screen then fades into black. When accessed a second time it will show the scores for challenge mode instead. Press P1's button 1 + Start to return to the previous menu.

### 12. Sprite Text

Displays the game's font. Sometimes won't display a thing.

### 13. Block (Block Test)

This menu is used for previewing backgrounds.

## Unused Graphics

Stuff like unused HUD elements, background elements and othe graphics goes here.

Please split everything into proper categories.

### Stages

#### Unused Section of the Hotel Room stage (Devo's Stage)

Devo's stage features a section of the balcony that's never seen during regular gameplay as the screen never scrolls that far to the left. This stage would be slightly longer if not for that.

## Unused Sprites

For unused or unfinished sprites without animation data. If you can't find it in the Hit Edit or by using ThatsCool, that means it doesn't have an animation.

Split into separate characters.

## Unused Animations

For unused animations with animation data. Animated GIFs prefered. Look them up with either Hit Edit or ThatsCool. Should not include repeats of used animations UNLESS they are unused in a specific spritesheet (e.g. Old Joseph having s.off 236A animation in s.on spritesheet).

Split into separate characters.

## Unused Sounds

I have no clue how to properly rip all the sounds but I know people have all the sound files. I'd really appreaciate if people could upload them. - PB

Split into separate characters.

## Unused Music

There are just a couple of unused music tracks in this game. They are probably somewhere on YT, could just link those unless someone has clean rips from the game itself.

## Unplayable Characters

Mainly focus on N'Doul and Gray Fly. Could also add info about Death 13 and its many attacks that the AI does not utilize or Boss Ice.

## Miscellaneous Stuff

Jacket DIO, mostly just DIO but slightly weaker since for some reason his ground normals are all DIO's 5B. He also has slightly different taunts. Probably not unique enough to be considered a 'character'.