I was able to prove out Q-Sound conversions after my Yamaha conversion process, and that means Rival Schools is ready for ya'll. Added to the Google Drive:
https://drive.google.com/drive/u/0/folders/1NLAoPO-s4LCNvB4XO5yoHFswxy-t1erN
I converted the US release but if there is any burning reason to have the JP release instead just let me know, I'm not familiar with any differences outside of language.
Due to the lack of a kick harness on G-Net, button 4 is moved to the standard JAMMA input instead.
I'll write up the technical details of how I handled the Yamaha and Q-Sound conversions later today or tomorrow; it is an extensive process and even within Yamaha and Q-Sound some games need to be handled a bit differently. At the highest level, I'm literally recording all of the music in each game, figuring out how each track loops and terminates, and inserting those recordings to the game rather than having them be handled on the fly like the normal PCBs with the Yamaha or Q-Sound chips doing the heavy lifting with much smaller file sizes. This may sound a bit janky, but it is actually incredibly effective. AI is a massive help here for dumping the music from MAME rips and figuring out timing for loops and termination.
Please note that with these music conversions, I'm working at a deeper level than the simpler conversions due to the way the music handling and sound chip in general interact with graphics being drawn. This means potential for impact to the game. The only place I've seen this so far is flickering graphics due to graphics and music access interactions overlapping and creating issues with drawing the polygons properly for each frame, but I was able to determine the cause and resolve it.
One other important note is that due my architecture for these conversions, some of them will be lacking the same punch and volume as the original Yamaha/Q-Sound chips provide. This mostly manifests two ways: The removal of reverb in some titles, and lower volume equalization in some titles. The reverb part means you will miss some of the crunch in sound, particularly in punches and kicks in fighting games. In my testing this isn't much of a problem unless you were to put this version next to a real PCB. The lower volume equalization simply means you may need to turn your cab volume up a bit. Another thing to note is that due to the way I'm directly recording and inserting the tracks into the game, the size of the game images will be considerably larger than they would be otherwise.
Please enjoy Rival Schools and let me know how it goes. I would love community feedback to make sure the actual gameplay and music matches the PCB in full.