case studyUpdated Aug 5, 202611 min read$25

The Crossover Capcom and SNK Never Built: Zero Breaks Out of Neo Geo and Into Marvel vs. Capcom

A measured, playable bridge carries SVC Chaos Zero into Mega Man's CPS-2 slot—with expanded normals, three super-animation routes, corrected color and geometry, a ZERO banner, portrait, ROM expansion, and an honest map of what is still donor logic.

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CPS-2 Reverse EngineeringPart 26 of 26
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Capcom and SNK spent years teaching us to expect the impossible matchup. Marvel vs. Capcom crossed comics and Street Fighter. Capcom vs. SNK crossed companies. SNK then reversed the billing with SVC Chaos and rebuilt Capcom characters for Neo Geo. But that branch ended after one game, leaving its beautiful version of Zero stranded on SNK hardware.

This experiment finishes the trip the companies never made: SVC Zero now occupies Mega Man's slot in CPS-2 Marvel vs. Capcom. Highlight Mega Man, enter the match, and the HUD says ZERO—with a new portrait—while an expanded Zero body vocabulary runs through movement, normals, specials, and three super presentations.

clip · loops
The completed walkthrough // 673 captured frames · 22.43 seconds · 19 input-driven segments · live FBNeo video and synchronized QSound audio.

That sentence needs one load-bearing qualifier. The imported body animations are Zero's; the mechanics are still Mega Man's. His command recognizer, collision boxes, damage, helper objects, effects, meter rules, and audio remain beneath the replacement. This is a deep ROM-resident animation and identity bridge, not yet a native SVC combat transplant.

Blueprint: define the rooms before moving any bytes

A character is not one blob. It is a small house of connected systems: identity, art, animation, controls, movement, collision, combat, effects, audio, capacity, and proof. Calling the body sprite “the port” is like calling framed lumber a finished home.

The blueprint below prevents that category error. Blue means translated presentation, gold means a working donor system underneath, cyan means verified identity, and gray is unfinished native work.

Exhibit 1

Every mapped route draws Zero; every combat route still resolves through Mega Man

Status by layer in the current CPS-2 build. ‘Donor’ is functional behavior, not missing behavior.

nativeverifiedbridgeddonorpending
routebody animationcommands + statecollision + damageeffects + sound
idle + movementbridgeddonorMega Man state machinedonordonor
10 normal routesbridgeddonordonordonor
2 special routesbridgeddonordonordonor
3 hyper routesbridged39 unique Zero source framesdonorall three inputs executedonordonor
HUD identityverifiedZERO banner + portraitpendingpendingpending
Method: live donor-chain tracing plus ROM readback. Native means source behavior; bridged means imported presentation; donor means the target fighter still supplies mechanics.

So, are normals and supers functional? Yes at the donor-mechanics layer. The inputs reach real MvC attack and hyper states, collision and damage occur, meter is consumed, effects spawn, and the round continues. No at the native-Zero layer. Spiral Shot does not yet run SVC's projectile logic, and Ultimate Saber does not yet carry SVC's exact boxes, damage, meter cost, or cancel rules. The article will not blur those two answers.

Foundation: prove the source and size the lot

The source archives are treated as evidence before they are treated as material. The supplied SVC set contains 13 cartridge files and 88.5 MiB unpacked; the Neo Geo BIOS is verified separately and excluded from character payload comparisons. Stock MvC totals 44.25 MiB. The expanded target makes 85.25 MiB addressable across program, graphics, samples, and sound CPU data.

Exhibit 2

Expansion closes 41 MiB of the capacity gap, mostly by matching graphics and samples

Uncompressed addressable payload by role, MiB. Totals describe room, not compatibility.

graphicsprogram + datasamplessound CPU
  1. SVC Chaos / Neo Geo88.50 MiB
  2. MvC / stock CPS-244.25 MiB
  3. MvC / expanded target85.25 MiB+41.0 vs stock
Source: supplied ROM inventories and the custom-core address map. Similar totals do not make Neo Geo and CPS-2 formats interchangeable.

Exhibit 3

The expanded target reaches SVC's graphics and sample scale, but not its program/data ceiling

X = graphics MiB; Y = 68000 program/data MiB; bubble = sample MiB.

907185362540728stock MvC16expanded MvC16SVCgraphics capacity (MiB)68000 program + data (MiB)bubble = sample capacity (MiB)
The chart borrows the direct-label, conclusion-first grammar of the cited McKinsey exhibits. It plots measured capacity only; it does not imply copy compatibility.

The visualization grammar comes from reviewing McKinsey's UK FDI analysis and global FDI report: numbered exhibits, a takeaway as the title, direct labels, muted context, one highlighted comparison, and the methodology under the marks. The colors and components remain this site's own.

Framing: make Zero the right shape and color

Neo Geo and CPS-2 both targeted 4:3 cabinets, but their source rasters are not the same width. SVC art is authored against a 320×224 raster; MvC uses 384×224. Copying pixels one-for-one makes Zero look five-sixths too narrow. The converter expands X by 6:5, never Y, with nearest-neighbor sampling so the source pixel edges survive.

The first build also gave Zero the wrong palette. Two causes overlapped: forcing fighter $20 after selection could leave another character's live palette in RAM, and Mega Man has identical palette copies in alternate tables. The final path enters through the real Mega Man cursor and replaces every exact copy of the six body palettes. Readback verifies 17 patched palette sites.

Exhibit 4

The super pass expanded Zero's visual vocabulary by 49% and the tile payload by 57%

Before/after measurements from the same builder and source sheet.

  1. unique imported frames+39 / +48.8%
    first bridge80with supers119
  2. unique CPS-2 tiles+1,190 / +56.9%
    first bridge2,093with supers3,283
  3. source action families+3 / +17.6%
    first bridge17mapped now20
Frame totals count unique imported source frames. Hyper subchains reuse their source vocabularies rather than inflating the unique count.

Wiring: grow animation instead of squeezing it into the donor

The SF3 Ken work showed why a donor must be scaffolding, not a cage. Fifteen Ken actions require 323 source records where Gambit's donor chains provide 104—a 3.1× mismatch. Jump alone is 51 source frames against two donor records. Replacing only art would throw away the source timing and poses.

Zero uses the same expansion principle. Sprite lists begin in the new program/data window and the authored animation chains follow in a separate region. Thirty donor entry points now redirect into those longer chains: 17 base routes plus 13 internal hyper subchains.

Expanded MvC 68000 map
13A$00000000$01000000
  • 1
    stock program ROM — full
    $00000000$003FFFFF · 4.00 MB
    4 MiB
  • 2
    imported sprite lists
    $00500000$0055FFFF · 384.0 KB
    Zero lists begin at $500000
  • 3
    expanded animation/data
    $00560000$005FFFFF · 640.0 KB
    30 chain redirects
  • 4
    object RAM
    $00708000$0070FFFF · 32.0 KB
  • 5
    video RAM
    $00900000$0092FFFF · 192.0 KB
  • 6
    work RAM
    $00FF0000$00FFFFFF · 64.0 KB
  • A
    new flat read/fetch window
    $00500000 · marker
The local FBNeo target maps a 1 MiB unencrypted expansion at $500000–$5FFFFF.

Exhibit 5

Supers now account for one-third of Zero's 119-frame imported vocabulary

Unique source frames used by the current mapped routes.

neutral + movementstanding normalscrouching normalsspecialssuper vocabularies
  1. Zero / current CPS-2 bridge119 frames
Super source sets: Spiral Shot 10, Ultimate Saber 14, Cyber Elf Force 15. The target invokes them through Mega Man's three existing hyper routes.

Plumbing: commands, hits, meter, and the truth about the supers

The recorder fills Mega Man's real meter, enters authentic MvC motions, and lets the game advance its normal state machine. The three pairings are a presentation crosswalk, not a claim that the games share move logic:

MvC donor route that executesZero body vocabulary presentedWhat is verified
Hyper Mega ManSpiral Shotcommand, meter, donor state, effects, expanded Zero subchains
Rush DrillUltimate Sabercommand, meter, donor state, contact rules, expanded Zero subchains
Beat PlaneCyber Elf Forcecommand, meter, donor state, movement/effects, expanded Zero subchains

All standing and crouching normals are mapped the same way: imported Zero poses sit over working Mega Man hit logic. This makes the build playable and testable while keeping the remaining native logic work visible.

Why this article does not publish invented damage comparisons

The user-facing question—does SVC Zero hit harder than MvC Mega Man, SF3 Ken, MvC2 Cable, Dark Sakura, or Shuma—is exactly the right question. A raw damage byte is not the answer: life maxima, combo scaling, chip rules, hitstop, stun, screen width, and meter economies differ. The coverage matrix marks those systems as donor because a normalized, pinned cross-game harness has not yet produced source-Zero combat measurements. A polished guess would be worse than an explicit gap.

The future comparison contract is already fixed: isolated hit, full-life reset, same spacing, damage as percent of full life, motion as screen-widths per second, hitstop in frames and milliseconds, and provenance attached to every mark. That is when the damage and defense charts become evidence rather than decoration.

Finish work: ZERO belongs on the HUD

Marvel vs Capcom HUD showing Zero's portrait and the name ZERO over Player One's lifebar
Identity inspection // live ZERO light/dark lifebar strips and a 2×2 portrait block, resolved through Mega Man's donor records.

The banner reuses Capcom's own alphabet instead of approximating it: Z from Zangief, E and R from Captain America, O from Morrigan. Two light tiles and two dark tiles cover the point and assist states. Zero's cropped SVC face becomes four CPS-2 portrait tiles. The builder reads all eight written tiles back, checks both name-record aliases, decrypts the portrait table again, and fails if any path differs.

Zero performing the body-animation route paired with Hyper Mega Man in Marvel vs Capcom
Spiral vocabulary // real Hyper Mega Man route
Zero swinging a large saber arc in Marvel vs Capcom
Ultimate vocabulary // expanded multi-slash chain
Zero performing the Cyber Elf Force body-animation vocabulary inside Marvel vs Capcom
Cyber Elf vocabulary // third live hyper route
Zero performing a standing heavy kick inside Marvel vs Capcom
Normal inspection // imported body, donor contact

Inspection: compare this build with the other imports

Same-board ports are not the same problem as cross-hardware ports. Dark Sakura and Shuma could reuse CPS-2 conventions. Cable crossed from Dreamcast/NAOMI PowerVR data. Ken crossed from CPS-3 character RAM and 8bpp art. Zero crosses both company and hardware presentation grammars while the engine underneath still has to be replaced deliberately.

Every mature visual import exceeded the stock free-tile pool; Zero's current body does not—yet
  • Zero current mapped body3,283CPS-2 tiles

    119 unique frames; supers included

  • all stock free tiles5,649CPS-2 tiles

    fragmented; no one bank held the full pool

  • Dark Sakura9,520CPS-2 tiles
  • Shuma-Gorath11,587CPS-2 tiles
  • Cable seated codes14,095CPS-2 tiles
Measured deduplicated CPS-2 tile payloads. Zero will grow again when effects and a complete native action census arrive.

Punch list: what remains before calling Zero native

  • Replace Mega Man's command and state dispatch with Zero's complete SVC move vocabulary.
  • Translate boxes, damage, guard, hitstop, stun, cancels, meter, projectiles, and child objects.
  • Allocate Zero-native QSound cues and verify them without aliasing a stock fighter.
  • Finish select, versus, continue, win, alternate-palette, and side/facing identity surfaces.
  • Run the normalized comparison battery against MvC controls, Ken, Cable, Sakura, and Shuma.
  • Merge the isolated bank allocation into the shared roster ledger and regress every stock path.

The foundation, frame, wiring, and visible finish now stand. The plumbing is functional because Mega Man still supplies it; the next construction phase replaces those pipes one system at a time. That boundary is not a footnote. It is the most interesting part of discovering what a fighting game character actually is when the same person has to live in another arcade architecture.

Written by Daniel Plas Rivera · 2,478 words · $25

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