Street Fighter Alpha 2 EX (Enhanced version)

strygo

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Download and instructions at arcadepatches.com
Current version: rc1 (October 6, 2026)​

Street Fighter Alpha 2 EX builds on my Street Fighter Alpha 2 Gold backport. Every Gold fighter plays exactly as in Gold. EX adds the menus, modes and forms the arcade game kept behind codes or never had, and every secret starts unlocked.

What's in it​

  • A console-style mode menu. In CONSOLE game mode, the game plays free, and START at the title opens a menu: Arcade, Versus, Survival, Dramatic Battle, Akuma and Options.
  • Cammy and Random get their own cells on the select screen, and Cammy turns up as a CPU opponent in the other fighters' Arcade runs.
  • EX Akuma and EX Cammy, each one START press away on its fighter's cell. Both follow Capcom's own EX rules, with classic moves and no Super Combos.
  • Alternate forms take one or two START presses instead of five, and every secret is unlocked from the start.
  • Quicker flow. Versus matches go straight back to the select screen, and holding START for three seconds on any select screen returns to the menu.
  • More settings. OPTION MODE has difficulty, time limit, rounds, damage, turbo and sound. The operator menu adds GAME MODE, eight GAME SPEED levels, and a TIME LIMIT of 25, 50, 75, 99 or infinity.
  • A new title screen with an EX mark.
  • Two builds: USA (Alpha 2 EX, in English) and Japan (Zero 2 EX, in Japanese), each in 4 MB and 8 MB sizes.

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Cammy and a Random cell take the bottom corners of the select screen.

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EX Akuma: one START press on Akuma's cell.

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EX Cammy, one START press on Cammy's cell, against Sagat.

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OPTIONS on the title menu opens OPTION MODE.​

New in rc1​

First public release.

Getting it running​

  • You need the same sources as Gold: your own PlayStation 2 anthology disc image (Street Fighter Alpha Anthology for the USA set, or Street Fighter Zero: Fighter's Generation for the Japan set), and your own arcade Street Fighter Zero 2 Alpha romset (sfz2al for USA, sfz2alj for Japan).
  • The kit reads Alpha 2 Gold from the disc image, combines it with your romset, adds EX, and writes out the finished CPS-2 build. It carries no code or data from the anthology or the arcade game beyond a few small pieces: Cammy's theme score from X-Men vs. Street Fighter (about 4 KB), the infinity and star symbols from the Saturn Zero 2 Dash, and a few bytes of projectile data from Super Street Fighter II Turbo.
  • The MiSTer MRAs start in CONSOLE mode. MAME and HBMAME start in ARCADE mode, which keeps Gold's arcade title. Set GAME MODE to CONSOLE on the operator menu's SYSTEM page to get the mode menu.
  • It runs in MAME and HBMAME and on MiSTer. The 4 MB builds run in stock MAME, and they use the same set names as Gold's 4 MB builds (sfz2al, sfz2alj), so keep one or the other in your MAME ROM path. The 8 MB builds hold more QSound audio than an original CPS-2 board supports, so they're for HBMAME and MiSTer only.
Full instructions are on the project page.

This is a release candidate. Bug reports and suggestions are welcome right here. Tell me which build you ran and what you saw.

Fan work, unaffiliated with Capcom.
 
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What are they? It might, or it might fail spectularly depending on what was edited.
I've been trying for the last hour to find it .. .and now I just went downstairs and it is :
IMG_4679.jpg



which is called "sfa2ur1ColorHack, Street Fighter Alpha 2 960306 Glasses DLC Hack: Mountainmanjed"
it is our (my son and i) favorite version ...and has zero Neon Battle Glitches ;)


from comparing the main us 960306 darksoft set, the hack only changes one file
[MATCH] \sfa2ur1dl.01
[DIFFERENT] \sfa2ur1dl.02
[MATCH] \sfa2ur1dl.03
[MATCH] \sfa2ur1dl.05
[MATCH] \sfa2ur1dl.06
[MATCH] \sfa2ur1dl.07
[MATCH] \sfa2ur1dl.08
[MATCH] \sfa2ur1dl.09
[MATCH] \sfa2ur1dl.10
[MATCH] \sfa2ur1dl.11
[MATCH] \sfa2ur1dl.12

Now I'm trying to find a way to convert that 02 files back to roms ... and I can't seem to find a way :(
 
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I've been trying for the last hour to find it .. .and now I just went downstairs and it is :
IMG_4679.jpg



which is called "sfa2ur1ColorHack, Street Fighter Alpha 2 960306 Glasses DLC Hack: Mountainmanjed"
it is our (my son and i) favorite version ...and has zero Neon Battle Glitches ;)


from comparing the main us 960306 darksoft set, the hack only changes one file
[MATCH] \sfa2ur1dl.01
[DIFFERENT] \sfa2ur1dl.02
[MATCH] \sfa2ur1dl.03
[MATCH] \sfa2ur1dl.05
[MATCH] \sfa2ur1dl.06
[MATCH] \sfa2ur1dl.07
[MATCH] \sfa2ur1dl.08
[MATCH] \sfa2ur1dl.09
[MATCH] \sfa2ur1dl.10
[MATCH] \sfa2ur1dl.11
[MATCH] \sfa2ur1dl.12

Now I'm trying to find a way to convert that 02 files back to roms ... and I can't seem to find a way :(
What changes does the hack do?
 
Great work!

By any chance will this work on the dark soft cps2 multi cart?
It should, but I haven’t tested it yet. I need to open mine up so I can confirm.

I have local changes I need to test to output games in the DarkSoft format. I hope to get this out soon.
 
Got round to building this yesterday, best alpha game in the series. The console mode is really clever, could this be ported across to other games?
 
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Hi! :)

I think this is a great project :thumbup:, although my question might be a little off-topic. However, there's one thing that frustrates me a bit.:unsure:

Why is nobody interested in creating a patch to increase the game speed in Super Street Fighter II: The New Challengers and Super Street Fighter II: The Tournament Battle ?

What's preventing this from being done for these versions ?

I also like Super Street Fighter II X: Grand Master Challenge, but after a while, five minutes is enough! :sleeping:


I want to master Super Street Fighter II: The New Challengers at a speed of at least Turbo 2. :love:

I like playing without the Super meter.
I love the intro featuring Ryu's Hadoken, without having to see Chun-Li's weasel-like face and Cammy's ferret-like face sticking their tongues out.

That gets old after five minutes, too! :whistling:

We create all kinds of custom versions and modifications of Street Fighter games, yet these particular versions seem to be left behind.

Nobody seems interested in fixing this issue or improving these games, which I think is a real shame. ;(
 
Got round to building this yesterday, best alpha game in the series. The console mode is really clever, could this be ported across to other games?
Yes it can. I was experimenting with it here, but if people like it, I'll add it to the backlog.

Why is nobody interested in creating a patch to increase the game speed in Super Street Fighter II: The New Challengers and Super Street Fighter II: The Tournament Battle ?
I'll look into this in the near future.
 
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