Final Fight SNES Modified Continue Screen
I am bizarrely proud of this. Download this patch here: http://www.emptyeye.com/romhacks/Final_Fight_U_Continue_Edit.ips Note that it does NOT work with Final Fight Guy (The addresses are in different places).
There are three main changes here, though unlike my modification of Final Fight 2's screen (https://www.youtube.com/watch?v=EfM41cQFd1o), I can only tell you how to quickly do the first one; the other two steps involved specialized-for-ROMs graphics editing programs and digging into how Final Fight displays its tiles. Anyway, at a high level, those changes are as follows:
1. Adjusted the animation speed to be something closer to the arcade version, though it still looks weird due to this version's only having two frames of animation versus the arcade version's three for each character. In the ROM, there's a hex sequence "04 06 09 0C 0F 12 15 18 1C 20"; in my ROM, it begins at address B364 when viewed in a hex editor. These are the number of frames it takes for the character's animation to switch, in reverse order from 1 to 10 (So with 10 seconds on the timer, it takes 32 (Hex 20) frames to switch, with 9 it takes 28 (Hex 1C), and so on). Here, I changed the sequence to "08 08 08 08 08 20 20 20 20 20".
2. Changed the bomb so instead of saying "T.N.T." on the second stick, each of the center sticks says "DYNAMITE".
3. Changing Cody's chains to ropes, again similar to the arcade version. Cody has four "chains" tiles he uses that Haggar doesn't; I modified these and re-used them mirrored to make up the difference. I actually ran into an unexpected challenge in that the palette I originally used is shared by the bricks in the background, making the ropes almost invisible. I think this alternate palette works pretty well though.