01One fighter
Your pick stays your fighter.
One selection per player and one life bar per side. A KO ends the round; it never brings in a teammate. No second fighter, selectable helper, tag or Duo.
Marvel vs. Capcom · CPS-2 · v1
Pick one fighter. Win two rounds. Bring the Infinity Gems into arcade Marvel vs. Capcom, with the feel of the earlier Marvel Super Heroes game.
One fighter per side, with the original MvC selection screen, full VS portraits and Hyper meters. The patch removes the second pick, selectable helpers, tagging and Duo, brings in the Infinity Gems from Marvel Super Heroes and makes Tomichin playable with his own entrance, movement and custom moves. Install it using your own clean archives of both games.
Accepted release
Native-speed footage and original audio from separate selection, movement and match episodes. Time and Reality are the Gem examples; this montage is not one continuous match or an ending sequence.
One patch, with gameplay, footage and installers bound to the same verified build.
01One fighter
One selection per player and one life bar per side. A KO ends the round; it never brings in a teammate. No second fighter, selectable helper, tag or Duo.
02Full VS portraits
The native VS layout keeps the full fighter portraits. Tomi has his own picture and name. The full frame and original sound remain.
03Tomi’s body
Tomi enters on his own, uses connected standing and crouching artwork, and dashes forward and backward. Native body poses remain visible through ground and air attacks. The excerpts here are separate movement episodes.
04Tomi’s moves
QCF + P projectile, QCB + P nose, DP + P rising attack and QCB + K slide form his base specials. QCF + PP barrage and ground or air QCB + PP Beam each spend one meter level. DP + K teleports; HCF + P fires Psycho Shot without a meter cost. His native Hyper cut-in uses Tomi art. These are authored adaptations, including native MvC beam effects.
05Gems and rounds
Power, Time, Space, Reality, Soul and Mind use recovered MSH data with explicit MvC adaptations. Time and Reality are the video examples here. HP + HK activates a Gem; Start cycles the inventory while idle. Sixteen-pixel icons and the raised native MSH bar sit above the full MvC meters. White ROUND 1, ROUND 2, ROUND 3 and later numbers scroll across each attempt. Original Round, One and Two voices play for the first two; the entire added announcement stays silent for attempts 3 and later.
06Round results
Ordinary matches are first to two wins. Health resets and Hyper meter carries between rounds; draws award no win and replay. Tomi’s large native TOMI/CHIN banner leads to one Tomi portrait and the authored line “I WIN BY A NOSE!” in the native font. This clip cuts between separate matches and result scenes.
Your chosen fighter plays the match under these round and Gem rules.
Accepted release
Your chosen fighter plays the whole match.
Use your own clean archives. The patch writes a new Marvel vs. Capcom archive and preserves both originals.
Accepted release · v1
The installer needs clean mvsc.zip and msh.zip together. It reads the original donor data locally; the download contains only the patch and its tools, with no ROMs or original donor fragments bundled.
macOS / Linux package: MVSC-1VS1-v1-python.zip ↓SHA-256 234d05a308c2c91f28534dcc92f186b83f28d2407ed92d3c2b66dd81eb0c7869
Required source archivesUse clean Euro Marvel vs. Capcom 980123 (mvsc.zip) and clean Euro Marvel Super Heroes 951024 (msh.zip). The installer verifies every required member and rejects mismatched, damaged or already patched inputs.
Your originals stay yoursThe installer reads both games locally and leaves the originals unchanged. The Windows and portable packages produce the same verified game bytes.
One fighter, round play and the restored Infinity Gems.
Accepted release
One-on-one arcade Marvel vs. Capcom: one pick per side, first to two wins, Infinity Gems and Tomi. Patch for your own clean MvC and Marvel Super Heroes archives.
Each player selects one fighter in arcade Marvel vs. Capcom. The selection screen does not ask for a second fighter or a separate helper, and the VS screen shows one full portrait on each side. A KO ends the round. Your chosen fighter plays the entire match, with stock personal Supers on their original commands.
First to two round wins takes the match. Between rounds, both fighters recover full health and keep their Hyper meter. A double KO or tied time over awards no win; the next round attempt continues the match. The warm reset keeps the native loser's recovery and winner's movement rather than replaying the entrance. Onslaught's two original forms stay together as one final encounter, through his transformation, ending and credits.
The installer reads clean Euro Marvel vs. Capcom 980123 (mvsc.zip) and Euro
Marvel Super Heroes 951024 (msh.zip) locally. It writes mvsc_1vs1_v1.zip
without changing either original. The download contains the authored patch,
transfer recipes and tools; it contains no ROMs or copied original donor data.
Start cycles the Gems you hold while no Gem is active. HP + HK activates the selected Gem. Power strengthens attacks, Time changes eligible movement and animation, Space provides armor, Soul restores life, Mind restores meter and Reality produces six button-specific attack families. The shared Marvel fighters retain their source-specific bonuses: Spider-Man's Power mirror, Wolverine's echoes, Captain America's enhanced Power moves, Hulk's Time repeats and the electric Soul contact adapted from Iron Man to War Machine.
The activation includes the recovered fighter gesture, expanding radial rays, sliding native titles, brightness changes, six Gem announcements and their original sound effects. Soul and Mind have separate body shimmer and HUD glints. The small pre-beam contact also remains: an unblocked pulse can dislodge a carried Gem; a blocked pulse causes chip and keeps it.
The revised effects follow the source's separate update paths. Time applies its movement tables, walk animation and eligible grounded normal cadence, without speeding every hurt, special or airborne attack indiscriminately. The shared MSH fighters use their original vectors; the remaining MvC fighters use documented adapters. Soul and Mind refill on their own effect-time cadence. Space halves incoming damage through the native armor response and prevents blocked chip.
Reality keeps the source growth, active contact, child-projectile, homing and fade phases for each button family, including the character-specific emission offsets. LP/MP select ice, HP/LK fire and MK/HK electricity. Their hit reactions, body color changes and elemental graphics use the existing MvC controllers as an explicit adaptation. The source impact animation and paired hit sounds are restored separately. Retained native elemental graphics are not a claim of source-identical artwork, lifetime or overall balance.
The Reality animation importer also preserves the original linked frames. It relocates every next-frame pointer with the frame data, including intermediate jumps, so the native sequences and loops stay connected inside each private animation chain.
These effects also have different pause rules. The gesture lasts 17 lift ticks, 72 beam ticks and 16 recovery ticks. The round clock pauses during the visible beam; the shared world pause starts one tick later. Actual recovery damage yields to the native hurt or throw response without cancelling the active Gem. Armor keeps the gesture through genuine hitpause while effect duration continues; the end of the beam releases its world-pause ownership even if recovery is still waiting on that hitpause.
Versus uses a shared six-Gem drop queue. Arcade uses weighted assignments and awards the defeated opponent's Gem after the completed match. Used Gems are consumed; unused inventory carries between ordinary rounds. Challenger and Continue paths preserve the appropriate Arcade inventory. Fighters absent from MSH use explicit adapters to the MvC roster rather than invented original data.
The original selection heading, point life-bar frames and complete bottom Hyper
meters remain. Each VS panel uses a full native portrait, the fighter's name and
the original VS emblem. White scrolling ROUND 1, ROUND 2, ROUND 3 and onward
use the recovered MSH lettering before native READY/FIGHT, including after draws.
The original Round, One and Two voice samples are retained. For attempts 3 and later, all round speech stays silent while the number remains visible. This keeps the standard sound-chip capacity while preserving all six Gem announcements, activation sounds and Reality launch/impact sounds.
Sixteen-pixel Gem icons sit above the power bars. The active Gem name and the recovered native MSH duration bar sit higher, clear of the full Hyper meters. The rest of the original MvC HUD remains in place.
The original sprites belong to an unused assist caricature, documented by RQ87. The native announcer's Tomichin call survives. Two unused Japanese clips also survive, but their speaker remains unverified. The moves below are authored for this patch.
Press Right from Jin to reach Tomichin's secret box beneath Roll. The six attack-button choices select six costumes. His fighting identity includes normals, crouching and aerial attacks, throws, guard, hit reactions, knockdown, KO and recovery. His entrance uses his own artwork, his crouching poses keep connected body parts, and his forward and backward dashes avoid Roll's riding entry. The winner screen uses a larger Tomi name, while the Hyper cut-in uses his portrait. After a match win, one Tomi portrait delivers the authored comic line “I WIN BY A NOSE!” in the game's native font. Retail Roll keeps her own portraits and quote. The controls include:
| Input | Move |
|---|---|
| QCF + P | Projectile |
| QCB + P | Nose attack |
| DP + P | Rising attack |
| QCB + K | Slide |
| QCF + PP | Barrage, costing one meter level |
| QCB + PP | Beam on the ground or in the air, costing one meter level |
| DP + K | Teleport |
| HCF + P | Psycho Shot |
The added Beam, teleport and Psycho Shot adapt the secret Roll move routes from DHC v9. Their commands, meter payment and movement are combined with Tomi's own poses and native MvC effects. The Beam uses retained MvC optic artwork; it does not claim to reproduce Cable's artwork. DP + P remains the rising attack, while DP + K selects teleport. PP means two punch buttons together.
This is a playable interpretation of the unused artwork, not a recovered original Capcom move list or a claim that he was a selectable Japanese secret.
The release receipt binds the game archive, engine sources, local donor recipe, Windows installer and portable package. Tests cover round results and draws, full-life resets, carried meter, current fighter ownership, Gem lifecycles, startup contact and recovery, the selectable roster, Tomichin, Arcade progression and both Onslaught forms. Native MAME and the tested Fightcade 2 installation also exercise save/load replay. These are verification cases, not a promise that the short release reel depicts every case.
The installed Windows Fightcade executable was tested under Wine on macOS. The PowerShell payload was tested on macOS; native Windows OS/CMD execution and live two-machine GGPO were not tested.
The Windows and portable installers independently reproduce the same 21 standard
archive members. They verify both clean source profiles and reject incorrect,
damaged, incomplete, duplicated or already patched inputs. Keep the originals;
copy the new output to a separate emulator ROM folder and rename that copy
mvsc.zip.
The montage uses native-speed footage with original audio. It cuts between selection, VS, Tomi movement and specials, round and Gem examples, and KO/winner scenes from separate ordinary-input episodes and matches. It is not one continuous match or an ending sequence. Reality and Time provide Gem examples; separate evidence covers all six lifecycles.
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