# Archived DHC v7 article

Snapshot retained September 5, 2026. Historical release claims, v6 footage, and unfinished v8 notes below describe the previous article. For current status, see [DHC](/blog/mvc1-super-cancel-to-cps2) and [downloads](/downloads/dhc). This archive is not v8 acceptance evidence.

---

The PlayStation port of *Marvel vs. Capcom* can cancel one Super into another on
the fighter who is already active. The CPS-2 arcade release cannot. Combined v6
adds that same-active-fighter handoff to the arcade program, adds a second,
separately gated path from a qualified special-move contact into a Super, and
now also does what the PlayStation port does at the instant of the cancel: the
first Super's beams, drills and allies are freed instead of hanging on screen.
In MvC's own terminology these are Hyper Combos; this article uses “Super” and
“Hyper” for the same move class.

The release is deliberately scoped. It does not turn arcade MvC into a complete
PlayStation conversion, it does not make Onslaught playable, and it does not
claim official Fightcade compatibility. During native Variable Cross/Duo, both
added cancel classes are suspended for that side so Capcom's team mechanic stays
in control. They resume from a clean lane after the native Duo timer expires.

![Marvel vs. Capcom combined v6 reel — footage captured on the v6 candidate, not v7 — showing Super-to-Super chains across all 21 supported identities with the first Super's objects cleaned up at each cancel, Ryu cancelling Hadouken into Shinkuu Hadouken, native Duo isolation, Gold War Machine's Mega Optic Blast, and a visible 999 HIT counter](/blog/mvsc-dhc-v6-thumbnail.png)

[COMBINED-V6 REEL — v6 FOOTAGE // SUPER > SUPER + SPECIAL > SUPER with PSX-style object cleanup at every cancel, all 21 scoped identities, six colors, Gold Mega Optic, native Duo safety, and the visible 999-HIT diagnostic. This is the v6 reel: none of it was filmed on a v7 candidate, and it does not show the 83 Special-to-Super routes or the posture gate. The v7 reel has not been captured yet.](/blog/clips/mvsc-dhc-v6-combined-reel.mp4)

**The sealed combined-v6 scope** · status: Combined v6 — release and installer gates PASS

- **Goal:** Put the tested Super-to-Super and Special-to-Super systems, the PlayStation port's cancelled-Super object cleanup, six colors, 0–999 display, Magnetic Shockwave, and Gold Mega Optic into one stock-size encrypted Euro CPS-2 patch.
- **Method:** Keep Capcom's command recognition, meter debit, active fighter, and source attacks; accept only receipt-authorized contact and destination routes; at the accepted commit, free the source Super's owned objects the way the PSX child-object handlers do; suspend the private cancel systems while native Duo is active.
- **Result:** All 21 supported character/form identities prove three Super starts and two accepted Super-to-Super links on P1 and P2. The Special-to-Super gate passes 36/36 lanes, including exact Ryu Hadouken $00 into Shinkuu Hadouken $0A on both sides. The new object-lifetime gate passes 22/22 lanes: every listed beam, drill and ally is gone at the commit, and every protected object survives.
- **Proof:** 42/42 three-Super identity/side lanes, 142/142 destination-action lanes, 36/36 Special-to-Super lanes, 22/22 object-lifetime lanes, six-color and 999-HIT feature gates, Gold Mega Optic, native-Duo isolation, repeated stock/candidate timing, deterministic dual builds, and the exact ROM-free patch-only installer all pass against one candidate hash.
- **Bounds:** Same active fighter only. Added cancels are unavailable during native Duo and return after expiry. Object cleanup applies once, at the commit, to the catalogued kill set; Ryu's Hadouken, Gambit's cards, War Destroyer's missiles and every other object keep their native lifetime. The 999 value is display-only while fighter+$120 remains capped at 99. Onslaught excluded. No whole-game or strict PSX parity, legal guarantee, or official Fightcade compatibility claim.

## What v8 adds, and what is still in testing

v8 is one ROM instead of two. Until now the Super-to-Super work and the
six-color palette system were separate patches that both wrote `mvce.03a`,
`mvce.04a` and `mvc.10`, and the combined build carried the palette system as a
relocated component pinned at its first release. v8 replaces that component with
its second version and keeps everything else byte-identical.

**Three palette results, all of them fixes to things that were wrong.**

The five secret characters no longer wear their primary's colors. The first
release gave Red Venom, Orange Hulk, Gold War Machine, Shadow Lady and Lilith
the *literal* MvC2 banks of the fighter they are a variant of, so Red Venom's
six choices were Venom's six choices. v8 anchors each one to its own stock
identity and grades the other five banks to a distinct color theme, with a
desaturating pass so they read as variants rather than as candy.

Ryu's Ken and Akuma forms had a real bug with a two-instruction cause. Each form
carries a **hardcoded** palette base written into the fighter object at `+$2C8`
— `$1C87C4` for Ryu, `$1CEC44` for Ken, `$1CED04` for Akuma — and each owns only
two blocks. The six-color body reader adds `index x $60` to whatever sits there,
so on Ken, index 2 resolved to `$1CED04`, which *is Akuma's palette*, and on
Akuma, index 2 resolved to `$1CEDC4`, which reads `#FFF #FFF #FFF ...` — an
all-white row. Ken wearing Akuma's colors and Akuma rendering pure white were
the same off-by-one walking off the end of a two-block table. Both forms now own
six blocks of their own, and every hardcoded write of that kind is repointed —
which also drags Zangief, Morrigan and Lilith into the palette system for the
first time, since all three re-armed stock colors the moment they transformed.

**The Hyper meter now goes to five levels.** That has its own write-up:
[Five Hyper Levels in Marvel vs. Capcom](/blog/five-hyper-levels-in-marvel-vs-capcom).

v8 builds clean and passes 63 static checks per edition with zero byte conflicts
between the two patch sets, but it has not been played. One known regression is
already held back from the default build: a fix for Mega Man's hyper palette
rows — five move states that pick their palette bank with the stock "any
non-zero index means bank 1" boolean, so Beat Plane does not match the body on
MP through HK — rendered him solid black in live play. The edits are written and
disabled, and a diagnostic build carrying them exists for bisection. The v7
installers above remain the current download until v8 has been sat with.

## What combined v7 adds

Three things, and one of them is an admission.

**Special into Super now works on every fighter that has a qualifying special.**
The sealed v5/v6 core recognised seventeen special-move sources. Reports from
players kept arriving about specials that would not chain — Wolverine's
Berserker Barrage into Berserker Barrage X among them — and they were right. On
v6 the core never tags Wolverine's `qcb+P` as a source at all: its source tag
stays `$FF` for the special's entire life, so there is nothing for the Super to
cancel from. v7 ships a table of eighty-three sources built from the PlayStation
port's own recognizers, and the same route commits on the pinned rig at frame
1576, both sides.

**A cancel can no longer hand a fighter a Super its own command would refuse.**
The eligibility path admitted a destination without ever reading the acting
fighter's posture byte. Only the raw-command recognizers carried that test, so
an air-only Super could be entered from the ground — or a ground-only Super from
the air — as long as it arrived through a cancel instead of an input. v7 gives
every allowlist row two posture bits taken from the destination's own command
descriptor and checks them at the cancel, with its own reject code so the
refusal is distinguishable in telemetry.

Here is the admission. Players also reported Gold War Machine's Mega Optic Blast
coming out from the ground, and the posture gate is exactly the mechanism that
should stop that. It has not been shown to. Five separate routes were driven on
the rig trying to reproduce a grounded beam — the DHC destination path, the
landing window, a chain combo, a wrong-descriptor source, and a neutral command
— and none of them produced it. The gate is correct parity work on its own
terms, and it is not being sold as that fix. If someone can reproduce a grounded
Mega Optic Blast on v6, the exact source, destination and posture at the moment
of the cancel would settle it.

## Two editions, and why the parity one refuses things

The PlayStation port marks which destinations may be entered by a cancel. Six of
them, across four fighters, carry no such marker and have been reachable in
every build since v4:

| fighter | destination | why it fails parity |
|---|---|---|
| Zangief | Final Atomic Buster, Ultra Final Atomic Buster, Siberian Blizzard | grab Hypers; no cancel marker on the port |
| Ryu | one custom route | a CPS-2 addition, not a port behaviour |
| Morrigan | one custom route (two source paths) | same |
| Shadow Lady | one three-bar custom | same |

Zangief's Iron Body is the one destination the port *does* mark, and it stays.

The sealed data agreed before any of this was measured. Of the seventy-four
allowlist rows, seventy carry a policy byte of zero and exactly four carry `0x03`
— and those four are the Ryu, Morrigan and Shadow Lady customs named above.
Whoever wrote that table flagged the same routes as special years ago. The three
Zangief grabs are the only ones that look like ordinary rows, which is why
nobody noticed them.

So v7 ships twice:

| edition | file | what it is |
|---|---|---|
| **parity** | `MVSC-DHC-v7.cmd` | refuses all six. 118 scheduled routes, 24 controls. |
| **roster** | `MVSC-DHC-v7-roster.cmd` | keeps all six, plus the all-roster three-Hyper chains for Venom, Red Venom and Captain Commando. 138 routes. |

Neither is the "real" one. The parity build is what the port does; the roster
build is what people have been playing since v4. The point of splitting them is
that until now a single download quietly claimed to be both.

On the rig, the parity build refuses all twelve demoted lanes with its own
reject code, never entering the destination and never committing — while on the
same build, and on the same fighter, Iron Body commits at frame 1543. The roster
build passes all four Zangief routes, the Venom and Red Venom chains, Gambit's
Cajun Explosion and both Captain Commando lockout routes. Twenty-two sealed
object-cleanup lanes stay green on both.

## What combined v6 proves

**One combined candidate, tested on both sides**

- **21** — supported identities (Onslaught excluded)
- **42/42** — three-Super lanes (21 identities × P1/P2; three starts + two links each)
- **36/36** — Special-to-Super lanes (34 canonical lanes + exact Ryu route on both sides)
- **142/142** — destination-action lanes (138 positive starts + 4 expected-reject controls)
- **22/22** — object-lifetime lanes (7 kill-set positives, 2 protected survivors, 2 negatives × P1/P2)

The three-Super gate is the roster-level claim. Every supported identity starts
a source Super, accepts a second Super, then accepts a third Super; the same
route is run from P1 and P2. The action matrix is a separate lower-level gate
covering every mapped destination action on both sides.

| sealed runtime scope | lanes | observed result |
|---|---:|---|
| Three-Super identity routes | 42 | 42 PASS; three starts and two accepted links each |
| Destination-action matrix | 142 | 142 PASS; 138 expected starts + 4 expected rejects |
| Special-to-Super | 36 | 36 PASS; controller-driven source contact, commit, and debit |
| Six physical colors | 12 | LP/MP/HP/LK/MK/HK pass on P1 and P2 |
| 999-HIT HUD | 2 | live P1 and P2 display gates PASS |
| Gold Mega Optic | 1 direct-input gate | one native meter level, 17 contacts, real damage |
| Object lifetime at the cancel | 22 | 22 PASS; kill sets freed at commit, survivors and negatives untouched |

The 21 are supported **character/form identities**, not 21 claims of distinct
base fighters: War Machine, Captain America, Hulk, Wolverine, Gambit, Venom,
Spider-Man, Roll, Ryu, Captain Commando, Chun-Li, Jin, Mech Zangief, Strider
Hiryu, Morrigan, Mega Man, Red Venom, Orange Hulk, Gold War Machine, Shadow Lady,
and Lilith. Onslaught remains outside the playable patch.

## What happens at the cancel edge

The patch does not retire a source Super and start the destination from neutral.
After qualified source contact and a valid destination command, it switches the
current fighter's action in place. Up to v5, every source attack object was then
left to its own handler—and on CPS-2 that meant War Machine's Proton Cannon,
Shadow Lady's Big Bang Laser and Mega Man's Rush Drill stayed on screen through
the next Super. v6 frees the catalogued ones at the commit; the next section is
about where that rule comes from.

```mermaid
%% title: v6 same-active-fighter Super-cancel scope
flowchart LR
  SOURCE["source Super or approved special active"] --> HIT{"qualified source contact?"}
  HIT -->|no| REJECT["request rejected / not queued"]
  HIT -->|yes| DUO{"native Duo timer active?"}
  DUO -->|yes| SUSPEND["private cancel lane suspended"]
  DUO -->|no| CMD{"approved destination Super command completes?"}
  CMD -->|no| SOURCE
  CMD -->|yes| SWITCH["same active fighter switches action in place"]
  SWITCH --> SWEEP["v6: source Super's catalogued objects freed (PSX rule)"]
  SWEEP --> H2["destination Super / native meter and presentation"]
```

The exact Ryu example is Hadouken action `$00` into Shinkuu Hadouken `$0A`.
Both P1 and P2 rows use controller input, add no gameplay writes, require the
destination damage witness, and preserve combo continuity. The broader 17-row
special-source table spans 12 identities; a start/commit is not presented as a
guarantee that every destination connects or that every route keeps the combo.

The native-Duo gate covers both added cancel classes on both player sides. While
that side's native countdown is nonzero, the private lane produces no accept or
extra debit and the stock team lifecycle remains functional. After expiry, a
clean Special-to-Super and a clean Super-to-Super request both commit again.
That is deliberate isolation—not a claim that DHC works inside Duo.

## Why the PlayStation port cleans up after a cancel and the arcade did not

v5 shipped with a visible flaw: cancel War Machine's Proton Cannon into War
Destroyer and the cannon beam kept firing under the missiles; cancel Shadow
Lady's Big Bang Laser into Galaxy Missile and the laser stayed; Mega Man's Rush
Drill outlived Hyper Mega Man. The PlayStation port never does that, so v6
started from its program instead of from the symptom. `SLUS_010.59` plus the
per-character `PLxx` overlays were disassembled with a MIPS decoder that
resumes through undecodable words, every child-object handler was located from
the overlay dispatch tables, and each handler's head was read.

The rule turned out to be per object, not per cancel. A PlayStation child
object remembers the parent action that spawned it, and its handler's first
instruction sequence compares the parent's current action against that value:

```text
; PSX PL15 overlay, handler for type $14C (Shadow Lady's Big Bang Laser beam) @ 800C90C0
lbu   v0, 0xCF(obj)        ; action that spawned this beam, saved at spawn
lbu   v1, 0xFC(parent)     ; Shadow Lady's current action
bne   v0, v1, 800C965C     ; parent moved on -> jal 8004A7E8, the object frees itself
```

War Machine's cannon body polls the parent's controller step instead
(`parent+8 < 5 → free`), and Shadow Lady's and Captain Commando's ally objects
add a `parent+37C != 0` term so they only die inside a Super chain. The CPS-2
handlers for the same objects poll only the parent's animation id—and every
Super of every identity runs animation `$2E`, so after a same-fighter cancel
the animation id never changes and nothing dies. The PlayStation accept path
itself touches no object; the cleanup is entirely the children's own guard.

v6 reproduces that guard at the only instant it matters on the arcade board.
When the sealed cancel commit has finished publishing its own bookkeeping, a
446-byte bridge in the unused `mvc.10` tail walks the three native object pools
exactly the way the game's own update loops do, and frees every object whose
parent is the committing fighter and whose (pool, type, sub-kind) appears in
that identity's row of a catalogue derived from the PlayStation handlers. Each
free goes through the pool's own self-free routine, so the release's contact
registry sees it as a natural death. Nothing else is written: no fighter,
defender, controller, input, meter, timer or palette byte.

The catalogue covers War Machine, Hulk, Wolverine, Roll, Captain Commando, Jin,
Morrigan, Mega Man, Orange Hulk and Shadow Lady on the PSX rule, plus Gold War
Machine (type `$1C`, kind class `$E`—measured live, not the base cannon's `$38`)
and Lilith as deliberate extensions because their own PlayStation overlays carry
no guard. Ryu's Hadouken has no PSX guard either and keeps its native lifetime,
as do Gambit's cards, War Destroyer's missiles and every Venom, Spider-Man,
Chun-Li and Strider object. The rule is applied once, at the commit, which is
equivalent for every object alive at that instant; it is not per-frame PSX
emulation.

> [!NOTE] Found by the gates, not by design
> The first cut hooked the commit's accept counter, which put the sweep between
> that counter and the publish of the consumed-contact tuple. When a frame
> boundary fell inside the sweep, the frame-end telemetry showed the accept
> without the tuple, and the Shadow Lady P1 three-Super lane failed its
> exact-witness rule while the v5 control passed. Moving the hook to the last
> word of the publish made the lane pass with telemetry ordering identical to
> v5. That failure is preserved in the diagnostic receipts because it is the
> reason the hook sits where it sits.

## Why Wolverine, Mega Man, War Machine, and the rest now matter

The combined build adds several exact, deliberately disclosed routes and
features:

- **Captain Commando:** `$00 → $0C → $00`, three one-level debits and two
  distinct Supers. This is a narrow owner-scoped extension, not strict PSX
  parity.
- **Mech Zangief:** `$0A → $28 → $0A`, captured at the close native fixture gap
  of 8 after a disclosed Iron Body setup. All three starts/debits and both links
  are proved; the final Siberian start is not mislabeled as a connected hit.
- **Mega Man:** `$08 → $0E → $1C` ends in the backported Magnetic Shockwave. The
  gate proves its start and debit; it does not claim the last move connects at
  the neutral fixture's final range.
- **Gold War Machine:** the three-Super route uses native grounded `$0C → $02 →
  $0C`. His separate airborne action `$1A` is an Onslaught-derived **Mega Optic
  Blast**, proven by its own one-bar, real-contact, real-damage gate. It is not
  an Onslaught-playability claim.
- **[Six colors](/blog/six-buttons-six-mvc2-colors):** LP, MP, HP, LK, MK, and HK select six MvC2-derived palettes.
  The combined feature gate verifies all six physical buttons on both sides.
- **[0–999 HIT display](/blog/mvsc-999-hit-counter-no-expansion):** a display-only
  16-bit shadow is seeded to 998 before the retained proof, one natural hit
  commits 999, and a later reviewed frame visibly shows a stable `999 HIT`.
  The native gameplay byte at `fighter+$120` remains capped at 99. No readable
  998 HUD frame or naturally played 999-hit combo is claimed.

## Timing and the earlier slow-motion failure

An earlier research build performed expensive registry work on idle frames and
could make gameplay feel slow even when MAME reported 100% host emulation speed.
That candidate is not the release. The v6 authority requires repeated stock and
candidate timing runs on the pinned MAME rig, with both the Hyper milestone and
round-timer transition within ±1 frame. The sealed timing receipt records:

| timing check | sealed result |
|---|---:|
| Hyper milestone delta | `+1` frame |
| Timer transition delta | `-1` frame |
| Repeats / measurement window | `2 × 600` frames per stock/candidate arm |

## Stock-size CPS-2 patch

No ROM expansion is used. The 21-member parent inventory, member names,
uncompressed sizes, and real CPS-2 key are preserved. The installer accepts the
21 members in any archive order and preserves the supplied order. The final
build changes only:

- `mvc.06a`
- `mvc.10`
- `mvce.03a`
- `mvce.04a`

Member count, names, and uncompressed sizes remain fixed. The format-2 installer
contains only replacement offsets/bytes and verification metadata; it embeds no
stock before-byte fragments or complete ROM member. The build and composition
rows below bind those changes to two byte-identical candidate builds. The
candidate archive remains private evidence and is never the public download.

## Download the ROM-free patch-only installer

[Download `MVSC-DHC-v6.cmd`](/downloads/mvsc-dhc/MVSC-DHC-v6.cmd)

The download is a Windows patch-only installer, not a game archive. It contains
replacement offsets/bytes and verification metadata. No ROM archive or complete
ROM member is included or downloaded; the installer applies replacement bytes
to a user-supplied matching archive entirely on the user's computer.

Supply your own clean Euro `mvsc.zip` matching the supported MAME/FBNeo DAT
member set. The installer matches all 21
members by exact case-sensitive name, uncompressed size, and SHA-256; archive
order may vary. It refuses wrong revisions, duplicates, missing or extra
members, modified/already-patched inputs, corrupt archives, and an existing
output path. The source ZIP is left untouched and a separate
`mvsc_dhc_v6.zip` plus receipt is written and reopened for verification.

Put `MVSC-DHC-v6.cmd` beside your clean `mvsc.zip`, open PowerShell there, and
run:

```powershell
& ".\MVSC-DHC-v6.cmd" ".\mvsc.zip"
```

Installer SHA-256: `ba5e4480bc1e4433e0b8556aea46a9fe8055b6662250f68e3c2a38c5863b8ba6`

Patched-member checksum warnings in MAME/FBNeo are expected. They identify the
modified program members. Multiplayer peers need byte-identical patched data.
No official Fightcade compatibility claim is made.

“ROM-free” describes the download's technical contents; it is not a guarantee
that every use is lawful in every jurisdiction. *Marvel vs. Capcom* and related
marks belong to their owners. This is an unaffiliated fan modification. Users
must supply their own lawful dump and follow the laws that apply where they
live.

For U.S. readers, the Copyright Office publishes the relevant statutory text:
[exclusive rights under 17 U.S.C. §106 and the fact-specific fair-use factors
in §107](https://www.copyright.gov/title17/92chap1.html), plus the separate
[§1201 anti-circumvention framework](https://www.copyright.gov/title17/92chap12.html)
and the Copyright Office's [current exemption regulation in 37 C.F.R.
§201.40](https://www.copyright.gov/title37/201/37cfr201-40.html). The patch-only
design avoids redistributing a game archive and avoids downloading one; it does
not replace legal advice or establish that a particular user's copy,
modification, or use is authorized.

## v7 release receipt

Both editions sealed on the pinned MAME 0.287 rig, 2026-09-02. Nine gates each,
then a release authority. The public download is the `.cmd` only; the candidate
ZIP, raw captures and ROM-bearing evidence are not distribution artifacts.

| artifact | sha256 |
|---|---|
| **v7 parity release authority** — PASS | `6a56a1225baa1761ee67e765db6404e2d448ffbc5d6be2591200263ae4324e48` |
| v7 parity candidate | `6e70d45f8f7b1380d71f6081d8e0b5d7bb6ba14115e1d52091797fa633058d11` |
| `MVSC-DHC-v7.cmd` — ROM-free installer, 175,396 bytes | `e14cb8aa24a084a56709d06a650f4f47d3fab205c7392f25e5e138541f3deca2` |
| v7 installer verification | `ac758cb6214f630156ea8409642d3406cfdf65b0acd8d669ba0566ec3512ecbd` |
| **v7 roster release authority** — PASS | `423ddc5449ffd5997276c6451d00684a96fdd9328da4d666448520571f939cf0` |
| v7 roster candidate | `2a9d0a0d71b2a0ad74523110f850f223ce7c610be0d40de6022ecf5d6a46f37f` |
| `MVSC-DHC-v7-roster.cmd` — ROM-free installer, 176,613 bytes | `5467f38e2a27fa7f8a9f85b9e6b9561cc18ed0936fe9e4304779d192ca11f9ce` |
| v7 roster installer verification | `696a6b5919d1f8d503bf63a9cc4586a77cbaa2ea5bbd2aebced382e620f2a222` |

Every gate, both editions:

| gate | v7 parity | v7 roster |
|---|---|---|
| boot smoke | `c0f48fc3eba…` | `deec794f37c…` |
| feature smokes | `98ce46509a1…` | `e0a33a22453…` |
| Gold Mega Optic | `8005f86bae9…` | `79e6d216e4d…` |
| object lifetime — 22 lanes | `a4f6929a597…` | `d4d81db28cb…` |
| three-Hyper chains | `c8b1541aacb…` (32 lanes / 16 identities) | `7b7747f367a…` (42 / 21) |
| Special-to-Super — 36 lanes | `039fbd7f68c…` | `0225910abdb…` |
| destination actions — 142 lanes | `a130a4de5cb…` (118 positive / 24 control) | `a0d6c2004b9…` (138 / 4) |
| Duo isolation | `194c34505d2…` | `82b06a6b5eb…` |
| timing | `8d040a8da96…` | `a9ebbe0366d…` |

The two chain rows are the split in one line. The parity edition runs 32 lanes
across 16 identities because five are deliberately absent: Captain Commando,
Gambit, Venom and Red Venom are all-roster extensions it does not install, and
Mech Zangief's three-Hyper route is `$0A → $28 → $0A`, both of which are
destinations it demotes. Its authority records each omission and why. The roster
edition runs all 42.

The same shape appears in the action matrix: the twelve routes the parity build
refuses are controls there and positives in the roster build, and Zangief's Iron
Body is a positive in both.

## Release receipt

| artifact | SHA-256 |
|---|---|
| Final candidate archive — evidence only, never distributed | `44550d9b85303fa4b319eb8c71a4848f33670d03bd91298a7597de6ff2c90571` |
| PSX object-lifetime bridge — 446 bytes at `$3FE000` | `201eb3a7cd04147015a448274bee8db28298784623b79e877e3d68ca4bf956e2` |
| PSX object-guard catalogue (kill set) | `eff1beae3200be8e0aec7f81dc93540eb6ba257f668e5cdca7e7c51092852807` |
| Primary composition receipt | `651cadda44f5a6df7524360f08abb57386703da1de2e78ff65826c8875b24ce5` |
| Repeat composition receipt | `13c9219ab9764d43b920ff8ebb248ec72e64dcc958092a223559cf728529f3c2` |
| 42-lane three-Super gate | `e7e0ccda95ca54fd95846f5e4710a1446d05dc04634c3124ea6867541b162097` |
| 142-lane destination-action gate | `9b498874a63815542d5209e3cd670e3a65e24285fcbd57d67fd1222db61a29b8` |
| 36-lane Special-to-Super gate | `9c556562abc162857332b24496448a39fb54223c39efda0f967ff02acb90bf06` |
| 22-lane object-lifetime gate | `5c0f0dca8cb4a55a12f6b9e6fa94a223e01a17da4ca8ff8e26a82a8d48d303b1` |
| Native-Duo isolation/resume gate | `38b82c7c28ad08fa47664789e174dc2debbd4b76647c09414f5081dc1408e941` |
| Six-color + 999-HIT feature gate | `67c1eeacee1029dba6fcd752c55207fa1162732fe50d86de47f07982c1a311fd` |
| Gold Mega Optic one-bar gate | `bc1da9a34e1767877ef5d8032483acc55759c8bf4abd806e58a53cbc91c93679` |
| Boot smoke | `e2bbb47133ae06cc3ad5c204ca039e54fc61eb9667da5f371c3de824ed3f3192` |
| Timing gate — Hyper `+1` frame / timer `-1` frame | `1f1a1b0842d9d7f9bd5ef204e6472888dfa7343dc1f09a0cac952e95f7fe3b8a` |
| Patch specification | `bed5b425b9dbae56105196a891197e5e0502e7cad18c3fab01b10981cd66b2cc` |
| `MVSC-DHC-v6.cmd` — 172,032 bytes | `ba5e4480bc1e4433e0b8556aea46a9fe8055b6662250f68e3c2a38c5863b8ba6` |
| Installer verification receipt | `d067963f6bda72ade19f0cefee3e3bcd2ab2247037e1b68ce19a25cb93bf1720` |
| Local loopback served-byte rehearsal | `6d2051bd378b1df71a0d85398e23008f33eaf866416bb93ad533368150d9374a` |
| Combined-v6 release authority | `ab102ad48cc68f9697f554cf58264ac6462ca7a7518d35f18496361f6b1f3f44` |
| Video authority | `dce010635a847483e5bb4b335f8c5e2e82718e641310647db2db5a6882491c73` |
| Final deterministic capture bundle | `5566f57e80b5021f5a0112074b8ded213bfb7801c06c6d025bb29a6bedaf532a` |
| Compiled reel | `2119a7dc89011a27890a4d595d276ad396f381af9c89dcab001b33161a8a210f` |
| 1080p/60 YouTube master — 10,790 frames | `1ade4bcda20c40521c0db38dd4e51567e0b13b643dcccd942d07ba8b17483219` |
| Deterministic render receipt | `63d839c4cf317ca061a9a2f2bd37e05d14fd416fee7351d08f939d85e1852c98` |
| Gold Mega Optic poster — verified native frame 3916 | `03a8b41669434401fd0fa095f561ddfe2830df67950989cf3f818a1559849578` |
| YouTube thumbnail | `80c1e5d3fec2a1c02bb106291922c09292189609599fbf631dddfe9ee57268f0` |
| YouTube metadata | `670c7552f7a05dc5ca07eb00b834f49d5e2406f9834d39a084df94c49b4f1960` |
| Discord release copy | `a6c9ff2c486405dd6a7c8af9aa063a60578fc48b7091fe29f60cefd9aec3cb58` |
| Final AV/publication gate — 24/24 PASS | `25e9aa5943bb2fd41cf08538bcaa6690f8734a69988eb2ede0299e62ef08b3b5` |
| 720p/60 blog delivery copy | `b5170085a18f884d5416fef36b5c5e2d2d5ffd954feb8498a83f5cb03f16f223` |

The public download is the `.cmd` only. The candidate ZIP, raw captures,
internal receipts, and ROM-bearing evidence are not distribution artifacts.
The served-byte row above is a local loopback rehearsal proving the staged file
matches the sealed installer; it is not evidence of production deployment.
The cloud-container regression runs that found the hook-placement issue are
kept as diagnostic-tier receipts; every row above comes from the pinned MAME
0.287 rig.

## Version boundary

| version | scope | public state |
|---|---|---|
| v1 | Ryu's two-link route | retained as previous |
| v4 | Hyper-to-Hyper-only scoped release | retained as previous |
| v5 | combined Super-to-Super, Special-to-Super, six-color, 999-HIT, Magnetic Shockwave, Gold Mega Optic, and Duo isolation | sealed 2026-08-31; retained as previous — a cancelled Super's objects stay on screen |
| v6 | v5 plus the PlayStation port's cancelled-Super object cleanup, decompiled from the PSX overlays and applied at the arcade commit | retained as previous |
| **v7** | Special-to-Super on every qualifying fighter (17 recognised sources to 83), a destination posture gate, and the parity/roster edition split | **current release**, two editions |