[PROJECT REQUEST] Street Fighter III: 2nd Impact & 3rd Strike – Unified Uncut Restoration, & Playable Gill Crash Fix

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Hello CPS3 Community,

I would like to submit a formal project request for a definitive, non-destructive ROM modification/IPS soft-patch bundle targeting both Street Fighter III: 2nd Impact (sfiii2j) and Street Fighter III: 3rd Strike (sfiii3j).

The goal of this request is to take the native Japanese ROM sets as a baseline and build a clean .ips / .bps soft-patch framework for MAME that translates dialogue, removes regional layout censorship (specifically targeting blood color palettes), and fixes the infamous out-of-bounds arcade loop crash when playing as the boss character, Gill.

1. Unified Uncut Content & Language Restorations (2nd Impact & 3rd Strike)

Urien Blood & Flash Fix: Revert Urien's flash frames and unique impact visuals back to their native, uncensored crimson-red parameters. The Western regions heavily sanitized these assets into pure white flashes or removed them completely during his timeout states and specific Super Arts.

Akuma Defeated Portrait Correction: Restore Akuma's proper red blood overlays on the post-match defeat screens. Western localization variations altered these specific portrait graphics to a sanitized "green sweat/mud" color palette.

English Translation Injection: Replace all Japanese character win quotes, intermediate dialogue strings, and final arcade ending text arrays with formatted English fonts using native arcade font structures.

2. Street Fighter III: 3rd Strike Specific Requirements

Fully Playable Gill Integration: Map a stable selection method natively onto the character select screen (such as shifting off-screen from Alex or hitting a button combination over a specific portrait) to load Gill's character ID layout without needing Twelve's X-Copy mirror script.

Arcade Loop & Ending Crash Fix: In standard arcade ROM arrays, playing as Gill and beating Stage 8 attempts to load an out-of-bounds stage value, resulting in a total CPS3 system exception or emulator lock-up. This patch must intercept the post-match trigger to bypass the crash, properly executing his home console ending scenes or gracefully routing back to the high-score registration loop.

Desired Project Output

Ideally, this project can be compiled into clean, non-destructive .ips or .bps soft-patch assets. This allows end-users to drop them straight into emulator patch folders or smoothly write them onto flash layouts like Darksoft CPS3 SIMM environments for deployment on authentic arcade cabinets.

If any CPS3 SH2 assembly specialists or hex editors familiar with Capcom's layout pointers are interested in collaborating, your assistance would be highly valued!

Thank you for your time and expertise,
Jonny Modlin
 
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