strygo
Professional
I've got several new CPS-2 builds finished, and rather than start a thread for each one I'm going to use this thread from here on out. New releases and updates get posted below, and I'll keep this first post current so there's one place to see everything. The full index, with screenshots and build instructions, is at arcade-patches.
Most of it is the same shape as my earlier releases: an IPS bundle over your own stock set, keeping the original ROM sizes and key, so it runs on a real CPS-2 board as well as in MAME, HBMAME and on MiSTer. No ROM data is distributed, with one small exception noted under Alpha 2 Gold. The kits take your romset merged, split or non-merged, as a .zip, a .7z or a folder. The patches are release candidates, so bug reports are very welcome.
Last updated September 28, 2026.
New and updated
Everything else
On MiSTer, the MRAs are named Title (Region) [Tag] and live under _Arcade/_Arcade Patches/, split into _Enhanced Versions, _Restorations and _Arrangements (where CPS+ and NG+ each get their own folder), with proper region, platform and category fields in the headers so Arcade Organizer sorts them. Night Warriors 2 and Vampire Savior 2 have moved from _Translations into _Restorations, and Alpha 2 Gold has moved there from _Enhanced Versions, tagged [Backport]. If you installed an earlier kit, delete the MRAs it left behind: they'll otherwise show up as duplicates, and some point at sets that have been renamed or rebuilt since.
MAME will show checksum warnings on the patched files. That's expected and harmless; HBMAME with the matching set definitions loads them without complaint. Feedback and bug reports welcome, here or on the project pages.
Most of it is the same shape as my earlier releases: an IPS bundle over your own stock set, keeping the original ROM sizes and key, so it runs on a real CPS-2 board as well as in MAME, HBMAME and on MiSTer. No ROM data is distributed, with one small exception noted under Alpha 2 Gold. The kits take your romset merged, split or non-merged, as a .zip, a .7z or a folder. The patches are release candidates, so bug reports are very welcome.
Last updated September 28, 2026.
New and updated
CPS+ for Neo Geo. Several of SNK's Neo Geo CD releases replaced the cartridge's music with CD audio, and NG+ plays those soundtracks under the arcade (MVS) games on MiSTer. Sound effects and voices still come from the game itself. Five titles to start:
Like CPS+, the kit contains no game data. It builds each soundtrack on your own machine from your cartridge ROMs (MAME zip, Darksoft folder or zip, or .neo), your Neo Geo CD disc (.cue, Redump zip or .chd) and your Neo Geo BIOS set, and checks every result against a pinned hash. It runs on NeoGeoPlus, a fork of the MiSTer Neo Geo core with its source on GitHub. The core defaults to US arcade (MVS) with the original BIOS and has an Arranged Volume setting. All five titles have been tested on MiSTer.
Project page
- Samurai Shodown II
- The King of Fighters '94
- Fatal Fury Special
- The King of Fighters '95
- Art of Fighting 2
Like CPS+, the kit contains no game data. It builds each soundtrack on your own machine from your cartridge ROMs (MAME zip, Darksoft folder or zip, or .neo), your Neo Geo CD disc (.cue, Redump zip or .chd) and your Neo Geo BIOS set, and checks every result against a pinned hash. It runs on NeoGeoPlus, a fork of the MiSTer Neo Geo core with its source on GitHub. The core defaults to US arcade (MVS) with the original BIOS and has an Arranged Volume setting. All five titles have been tested on MiSTer.
Project page
This one is a MiSTer project rather than a patch. Capcom re-recorded its arcade soundtracks for the CD-era home ports, and CPS+ puts those recordings back under the arcade games: the stock arcade logic runs the game, the arranged recording plays the music, and hit sounds, voices and the announcer still come from the board. 31 packs across the CPS-1 and CPS-2 catalog, built on your own machine from your own copies of the games.
New in 1.5:
Discussed in its own Capcom Backports thread, along with Final Fight EX and Alpha 2 Gold.
Project page
New in 1.5:
- The Ultra Street Fighter II remix soundtrack (65 tracks) on SSF2, Super Turbo, SSF2X, EX, Grand Master Challenge and HSF2, with twelve [USF2 Remix] MRAs. You build it from your own Switch copy of Ultra Street Fighter II: the base-game NSP plus prod.keys.
- The MS-DOS Super Turbo soundtracks are fixed. The select music no longer runs into the VS screen, and the boss stage, critical and ending tracks play in the right places. All four DOS packs (CD, FM, SC-55, MT-32) change, so rebuild them.
- The MS-DOS CD pack builds from the disc image alone (.cue/.bin or .chd). FM, SC-55 and MT-32 still need the installed game.
- Every CD source takes .chd: Saturn, Sega CD, PlayStation and MS-DOS.
- The CPS+ MRAs for Alpha 2 Gold and SSF2 EX match the rc5 and rc3 builds.
Discussed in its own Capcom Backports thread, along with Final Fight EX and Alpha 2 Gold.
Project page
Capcom's 2006 PlayStation 2 anthology carried the final revision of Alpha 2 Gold, the console edition that brought Cammy into the roster. It was never released on arcade hardware. This rebuilds it as a real CPS-2 game.
New in rc5: the STREET FIGHTER title lettering uses the PlayStation 2 and Saturn yellow-to-green-to-blue colors in all four regions; Cammy's Psycho Streak freezes the fight through her salute, as on the PlayStation 2, with the stage darkened and the opponent, projectiles and round timer stopped; Psycho Streak clashes with fireballs; fifteen of Cammy's attacks have their correct hitboxes; and her Arcade rival fight is against Rose again. Rebuild your sets with the rc5 kit. To build Cammy's music, the kit carries about 4 KB of her theme's score from X-Men vs. Street Fighter, the only Capcom data in it.
The title lettering in the PlayStation 2 and Saturn colors.
Cammy joins the roster on the character-select screen.
Shin Akuma is selectable too: press Start five times on Akuma.
Project page
- Cammy restored as a playable fighter, with her graphics, palettes, voice, sound effects, win poses and ending.
- Cammy's own stage music: her X-Men vs. Street Fighter theme, played on Alpha 2's own sound hardware.
- Shin Akuma selectable: press Start five times on Akuma at player select.
- The revised title, presentation and staff-credit screens for each region, with the console version's title colors.
- In the English builds, the whole Japanese script in English: every story and ending page, Evil Ryu's own ending and all 452 win quotes, plus red blood and Birdie's missing victory pose.
- Four regional builds: USA (Alpha 2 Gold), Europe (Alpha 2 Dash), Japan (Zero 2 Dash) and an English Asia (Zero 2 Dash).
- 4 MB builds for real hardware and stock MAME, plus 8 MB builds carrying Cammy's full audio for HBMAME and MiSTer.
New in rc5: the STREET FIGHTER title lettering uses the PlayStation 2 and Saturn yellow-to-green-to-blue colors in all four regions; Cammy's Psycho Streak freezes the fight through her salute, as on the PlayStation 2, with the stage darkened and the opponent, projectiles and round timer stopped; Psycho Streak clashes with fireballs; fifteen of Cammy's attacks have their correct hitboxes; and her Arcade rival fight is against Rose again. Rebuild your sets with the rc5 kit. To build Cammy's music, the kit carries about 4 KB of her theme's score from X-Men vs. Street Fighter, the only Capcom data in it.
The title lettering in the PlayStation 2 and Saturn colors.
Cammy joins the roster on the character-select screen.
Shin Akuma is selectable too: press Start five times on Akuma.
Project page
Japan's Super Turbo with additions from later Saturn and Dreamcast console releases. The existing fighters play exactly as they do in Japan.
New in rc3: Akuma's classic colors from Ultra Street Fighter II, eleven of them, picked on his own cell (LP+HK keeps the EX blue), with portraits that follow the color even in a mirror match; eleven colors for Shin Akuma too (pick Shin on Akuma's cell, let go of every button, then press one of the same buttons before the select screen moves on); Akuma's own defeated face on the Continue screen, in the color you picked; and the Akuma and random-select cells on Tournament Battle's select screen. Rebuild with the rc3 kit.
The Tournament Battle link code comes from originalgrego's SSF2X Tournament Battle restoration, the bonus stages are adapted from Capcom's Super Street Fighter II, and Akuma's colored portraits are Tyrone's art from Super Street Fighter II Turbo: New Legacy.
Akuma has his own cell on the select screen, with a random-select roulette opposite him.
Ten Akuma's Raging Demon finish, with the 天 as in the Dreamcast version.
The car is back, along with the barrels and the oil drums.
Project page
- Akuma has his own cell on the select screen, with a random-select cell opposite him. Shin Akuma and Ten Akuma are picked from Akuma's cell, and the original Ryu codes still work.
- Akuma and Shin Akuma each have eleven colors from Ultra Street Fighter II, and their portraits follow the color on every screen.
- Ten Akuma has his Super gauge and the Raging Demon, with the Dreamcast version's 天 finish.
- The three bonus stages from Super Street Fighter II, back in one-player games: the car after three fights, the barrels after six, the oil drums after nine.
- Tournament Battle: eight players across linked cabinets with the adapter, and normal play without it.
- Two more colors for every fighter, shown on the VS screen and the fight portrait.
- A new title screen, modern move names, and Free Play in the Japanese build too.
- USA build carries all of Grand Master Challenge's English; the Japan build keeps the Japanese.
New in rc3: Akuma's classic colors from Ultra Street Fighter II, eleven of them, picked on his own cell (LP+HK keeps the EX blue), with portraits that follow the color even in a mirror match; eleven colors for Shin Akuma too (pick Shin on Akuma's cell, let go of every button, then press one of the same buttons before the select screen moves on); Akuma's own defeated face on the Continue screen, in the color you picked; and the Akuma and random-select cells on Tournament Battle's select screen. Rebuild with the rc3 kit.
The Tournament Battle link code comes from originalgrego's SSF2X Tournament Battle restoration, the bonus stages are adapted from Capcom's Super Street Fighter II, and Akuma's colored portraits are Tyrone's art from Super Street Fighter II Turbo: New Legacy.
Akuma has his own cell on the select screen, with a random-select roulette opposite him.
Ten Akuma's Raging Demon finish, with the 天 as in the Dreamcast version.
The car is back, along with the barrels and the oil drums.
Project page
The arcade game with all the console enhancements. Gameplay untouched, USA and Japan builds.
New in rc2: Apocalypse and Cyber-Akuma have their own ending artwork, layered over the animated arcade burst; selected names stay above the fighters, and the versus screen gives long hidden names two lines; the HP and HK colors carry through every portrait and effect, including win quotes, Spider-Man's intro, Dhalsim's Yoga Teleport, Zangief's and Mech-Zangief's heat, and M. Bison's aura and glow; and Akuma's HK color is his red gi from the Saturn version. Rebuild with the rc2 kit.
Norimaro, selectable in both builds.
Cyber-Akuma, from a two-second Start hold on Akuma.
Project page
- Norimaro in both builds, with his own ending.
- Cyber-Akuma and Apocalypse playable: hold Start on Akuma, or on Norimaro. Their specials work on the Easy control setting too.
- Any team, including the same fighter twice in a different color (one Apocalypse per match, so his stage stays intact).
- A new English translation from the Japanese: sixteen win quotes per fighter instead of eight, and all seventeen standard endings, plus Mech-Zangief's, Shadow's and Dark Sakura's.
- U.S. Agent, Mephisto and Shadow get their names in the fight HUD, which the boards leave blank.
- M. Bison's Hyper Combo is Knee Press Nightmare in every region, the name Capcom has used since Alpha 3.
- Two extra colors per fighter from the Saturn version, eight game speeds instead of three, and Free Play.
New in rc2: Apocalypse and Cyber-Akuma have their own ending artwork, layered over the animated arcade burst; selected names stay above the fighters, and the versus screen gives long hidden names two lines; the HP and HK colors carry through every portrait and effect, including win quotes, Spider-Man's intro, Dhalsim's Yoga Teleport, Zangief's and Mech-Zangief's heat, and M. Bison's aura and glow; and Akuma's HK color is his red gi from the Saturn version. Rebuild with the rc2 kit.
Norimaro, selectable in both builds.
Cyber-Akuma, from a two-second Start hold on Akuma.
Project page
Everything else
The export boards toned Vampire Savior down: less blood, recolored gore, dropped win quotes and endings cut short. This is the Japanese game, in English, with all of it back.
A USA build, patched over your Japanese set (vsavj), for MAME, HBMAME and MiSTer. The Japanese board already has all of the above, so there's no Japan build.
Forever Torment's blood is green on the US board. It's red again, as in Japan.
Hsien-Ko's ending, with the seven pages the US board dropped back in.
Project page
- All 241 win quotes from the Japanese game, in English, including the fourteen the US board dropped.
- Every ending page from the Japanese game, in English, including the 47 the US board dropped, with Japan's page timing.
- The dialogue before the final battle with Jedah, checked line by line against the Japanese and revised where Capcom's English strayed.
- Red blood: Jedah's attacks (purple on the US board), Forever Torment's guillotine and well (green), and hit blood on by default. Lord Raptor's bite-throw spray and the notice in Bishamon's Togakubi Sarashi finish are back too.
- Japan's damage values and computer difficulty.
- Set up like a Japanese cabinet: blood on, Auto guard selectable, one coin one credit. And Lord Raptor's name finally reads L.Raptor.
A USA build, patched over your Japanese set (vsavj), for MAME, HBMAME and MiSTer. The Japanese board already has all of the above, so there's no Japan build.
Forever Torment's blood is green on the US board. It's red again, as in Japan.
Hsien-Ko's ending, with the seven pages the US board dropped back in.
Project page
For anyone who wants the US board brought to parity with Japan and nothing more. Title, codes, team rules, bosses and gameplay untouched.
The US board puts the game's logo where Norimaro should be. He's back.
Shadow gets his real ending, not the generic one.
Project page
- Norimaro back on the select screen and as a computer opponent, with his own ending in English.
- Mech-Zangief, Shadow and Dark Sakura get their real endings and art instead of the generic one.
- Pick a secret fighter and the select screen shows their name (Mech-Zangief, not Zangief).
- Sixteen win quotes per fighter (the US board has eight) and all seventeen standard endings, translated from the Japanese.
- Japan build: the same fixes, with the Japanese text kept.
The US board puts the game's logo where Norimaro should be. He's back.
Shadow gets his real ending, not the generic one.
Project page
Zero 2 Alpha's English script was a cut-down one: shorter story scenes, a handful of random win quotes, and no ending of his own for Evil Ryu. This puts the whole Japanese script back, in English. Gameplay untouched.
Evil Ryu's own ending, back in English.
All 452 Japanese win quotes, in English.
Project page
- Every story page from the Japanese game, in the Japanese order, including the scenes the English script cut short.
- Evil Ryu's own ending, with his narration, and his scene with Akuma, instead of Ryu's.
- All 452 win quotes from the Japanese game, in English, picked by opponent and remaining health, and centered on screen.
- Every ending in full, keeping Capcom's English wherever it matched the Japanese.
- Red blood on hits, Birdie's third victory pose, and the Manual guard panel now explains itself.
Evil Ryu's own ending, back in English.
All 452 Japanese win quotes, in English.
Project page
Japan's Super Street Fighter II X in English, under a US identity, with the Japanese game left alone. Nothing about the play changes.
New in rc2: Guile's ending is complete, with Jane and Amy arriving as they do in Japan; ending text is colored like the US game's again; and the English was checked line by line against Capcom's own US script, taking Capcom's wording on 54 lines. Only sfxj.03d changes, so rebuild with the rc2 kit.
Jane and Amy arrive in Guile's ending, as they do in Japan.
Lose a round and Japan's game gives you a tip, now in English.
Project page
- All 136 win quotes, translated fresh from the Japanese (the export game had twenty).
- The strategy tips on the continue screen, which the US boards stripped out.
- Every ending in full, including Akuma's ending and the intro dialogue the export game cut.
- The Grand Master Challenge title under a US region, and Free Play.
New in rc2: Guile's ending is complete, with Jane and Amy arriving as they do in Japan; ending text is colored like the US game's again; and the English was checked line by line against Capcom's own US script, taking Capcom's wording on 54 lines. Only sfxj.03d changes, so rebuild with the rc2 kit.
Jane and Amy arrive in Guile's ending, as they do in Japan.
Lose a round and Japan's game gives you a tip, now in English.
Project page
The Sega CD version of Final Fight opened with a proper animated cutscene. This puts it back on the arcade game, running as native CPS-1 graphics, for HBMAME and MiSTer.
New in rc2: a new Final Fight EX title screen, fixed visual defects on the player select screen, and the kit now builds on Windows and takes .zip or .7z romsets. Both sets are rebuilt, so rebuild with the rc2 kit.
The Final Fight EX title.
The ending's new scene: Haggar and Jessica's reunion, redrawn from the Sega CD.
Project page
- The Sega CD opening rebuilt as native CPS-1 graphics: the Metro City map, the Mad Gear line-up, Damnd's sketch and the knife, Haggar's phone call, and the Cody & Guy montage.
- The ending's reunion scene between Haggar and Jessica, redrawn from the Sega CD.
- A new 68K cutscene engine, leaving the stock story, timing and gameplay unchanged.
- USA and Japan builds, each matched to its region's disc dialogue and artwork.
New in rc2: a new Final Fight EX title screen, fixed visual defects on the player select screen, and the kit now builds on Windows and takes .zip or .7z romsets. Both sets are rebuilt, so rebuild with the rc2 kit.
The Final Fight EX title.
The ending's new scene: Haggar and Jessica's reunion, redrawn from the Sega CD.
Project page
Vampire Hunter 2 and Vampire Savior 2 never left Japan. These translate all of both, under the Western names they should have had.
New in rc2: both now use Capcom's official Darkstalkers 3 English wherever it was accurate to the Japanese. Capcom's misspelled "L.Rapter" name art now reads L.Raptor, and Oboro Bishamon's win plays his own victory theme. Four graphics ROMs changed, so rebuild with the rc2 kit.
The Night Warriors 2 title, completed from the unused Western title in the original ROM.
Bulleta under her Western name, Baby Bonnie Hood.
Vampire Savior 2 · Night Warriors 2
- Western character names on character select, route map and fight HUD: Zabel to L.Raptor, Gallon to J.Talbain, Lei-Lei to Hsien-Ko, Phobos to Huitzil, Aulbath to Rikuo, Bulleta to Baby Bonnie Hood.
- All 225 post-fight quotes in Night Warriors 2, all 241 in Vampire Savior 2.
- Every boss exchange and ending, including both four-page Jedah dialogs.
- Night Warriors 2 gets a finished title screen, built from the unused Western title inside the original game.
New in rc2: both now use Capcom's official Darkstalkers 3 English wherever it was accurate to the Japanese. Capcom's misspelled "L.Rapter" name art now reads L.Raptor, and Oboro Bishamon's win plays his own victory theme. Four graphics ROMs changed, so rebuild with the rc2 kit.
The Night Warriors 2 title, completed from the unused Western title in the original ROM.
Bulleta under her Western name, Baby Bonnie Hood.
Vampire Savior 2 · Night Warriors 2
Zero 3 Upper shipped locked to Japanese cabinets. One byte in the disc header says so. Change it, re-encrypt it, and the same disc boots on a USA or Export NAOMI. A region unlock only: it doesn't translate or otherwise modify the game.
Project page
Project page
On MiSTer, the MRAs are named Title (Region) [Tag] and live under _Arcade/_Arcade Patches/, split into _Enhanced Versions, _Restorations and _Arrangements (where CPS+ and NG+ each get their own folder), with proper region, platform and category fields in the headers so Arcade Organizer sorts them. Night Warriors 2 and Vampire Savior 2 have moved from _Translations into _Restorations, and Alpha 2 Gold has moved there from _Enhanced Versions, tagged [Backport]. If you installed an earlier kit, delete the MRAs it left behind: they'll otherwise show up as duplicates, and some point at sets that have been renamed or rebuilt since.
MAME will show checksum warnings on the patched files. That's expected and harmless; HBMAME with the matching set definitions loads them without complaint. Feedback and bug reports welcome, here or on the project pages.
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