# DHC v9.2

v9.2 adds X-Factor and resurrection in REMIX, a short paired-color selection
window, an Orange Hulk route correction and an Akuma beam timer correction.
It retains v9.1's nine colors and distinct secret palettes.

X-Factor now uses a shaded red body tint that breathes from light to dark,
very dark and back. The costume's dark details stay visible. There are no added
X-Factor trailing copies or solid silhouette overlays. The game's existing
afterimage effects remain native. The powered team's current and reserve life
fills pulse warm amber/orange; red recoverable health has its own gradient.
Both power bars retain their native animated colors with a thin white highlight
and gray shadow. There are no R or XF letter badges.

## Playing the new mechanics

Choose **REMIX** on STYLE. Choose **LEVEL 5** on SUPER to use resurrection.
ARCADE retains native gameplay rules, three meter levels and two P/K colors.
The life and power artwork appears in both styles.

- **X-Factor:** press all six attack buttons together, once per team per match.
  Activate from neutral or an eligible normal, including ordinary air recovery.
  Release the buttons before another command. Block reactions, specials, Hypers
  and forced air recovery refuse activation.
- With two fighters alive, **XF2** lasts 900 game-clock ticks with 1.5× damage.
  Your last fighter gets **XF3**, 1,200 ticks and 1.75× damage. Eligible attack
  animation countdowns run faster. Red health recovers up to its existing ceiling,
  and chip damage is prevented while active. The tint follows a 128-tick pulse.
- **Resurrection:** a qualifying lethal hit spends exactly five whole bars and
  restores native starting life and red health, once per fighter per match.
  With fewer than five bars, ordinary KO behavior continues. No extra command.

These adapt the MVC2 eight-button project's mechanics to MvC1's two-fighter
teams. Duration follows the game's clock; TURBO changes wall-clock duration.
The speed change affects eligible animation countdowns. It adds no extra
collision updates, universal cancel, revival cinematic or invincibility.

## Corrections and retained routes

- **Akuma beam timer:** native cleanup retires the old emitter before an owner
  Hyper restart resets its timer. Matched native Team Hyper controls establish
  this defect. The reported clip and every partner, defender, stacking and freeze
  combination remain broader tests. Ryu and War Machine retain separate repairs.
- **Orange Hulk horizontal Gamma Charge:** adds his missing source-table row.
  Light Charge into his own Gamma Wave passes after a live hit on both sides.
  Whiff, block, expired contact and zero meter refuse. Normal Hulk's previous
  repair remains; medium/heavy have machine coverage. Anti-air Charge and wider
  destinations still need native tests.
- **Captain Sword:** Sword into selected Ryu Shinkuu passes the measured
  both-side controls and already worked in v9.1. There is no new Sword-specific
  patch. Gamma Wave into Captain Storm works at the tested normal-motion timing;
  Hulk choosing Quake instead remains an unreproduced report.
- **Paired colors:** hold the first button and add its partner within three
  frames: LP+LK, MP+MK or HP+HK. A single confirms when the window ends, or on
  release. Fighting and pushblock recognizers retain native behavior.
- **Secret fighters:** enter the ordinary unlock code, move onto the revealed
  portrait, then choose a color. All nine REMIX choices remain, including each
  secret's two originals and distinct extras. Native duplicate-color selection
  can advance the chosen index.

Previous Roll, Hulk, menu/meter and selected Captain Storm changes remain.
Heroes Reborn's changes and a new assist picker are not included. Stock
Commando/Zangief grab behavior is retained as the original comparison.

## Measured coverage and remaining tests

The supplied qualification identifies the exact composed archive, installed
components and measured tests. Composition checks complete native preimages,
disjoint allocations, source hashes, all-member replay and native checksum.
Sound ROMs and the game key retain the parent's exact bytes.

Native ordinary-input controls cover both-team XF2 activation, an actual partner
tag, all tint pulse positions, both settled expiries and ARCADE refusal. Every
captured GPU color is compared with its actual native upload source, including
stock white flashes. Temporary CPU colors restore before return. HUD source-copy
and bitmap checks are separate; health/red-health/meter display fixtures are
declared explicitly and confer no natural combat or damage acceptance.

HUD qualification credits exact positive samples across all four life bars,
recoverable-health gradients and the legal meter levels. Five nonempty snapshots
at changing bar boundaries remain uncredited: the matching internal object-latch
generation was not captured. They remain in the evidence for follow-up; this is
not an every-frame rendering claim or an established visual defect diagnosis.

The five gameplay components retain their qualified code and tables. The final
archive separately re-executes beam lifetime and resurrection detours. Natural
resurrection controls on a predecessor with identical mechanic code earn five
bars on each team, take a real lethal Ryu beam and pay once. A dual fireball rescue
uses a separately declared 14-write fixture. These do not establish every fighter,
lethal path, trade, form or match transition.

Open coverage includes broader Soul Eraser/Sword/Ragnarok/Cajun routes, Hulk
rock/contact/grab lifetimes, all-partner beams and stacking, Mega Man/Roll forms
and interruption, KO/rematch/ladder, physical controller macros, Fightcade training
and rollback, normal-speed audible Roll/Spider-Man quality and the old stream
crash lead. Retained sound bytes establish preservation, not a proved sound fix.
State-load redraws and physical CPS2 palette timing require platform tests.

The Python patcher and actual embedded PowerShell body are checked on macOS.
Native Windows CMD, PowerShell 5.1 and physical Windows installation remain
community tests. Community availability is separate from complete gameplay
acceptance. Use a supported clean Euro `mvsc.zip`; incompatible or already-patched
inputs refuse without replacement. No ROM, emulator, key or save state is included
or downloaded. Archive-container hashes may differ when an installer preserves
input metadata; the patched member-content identity must match the candidate.

## Credits

Thanks to artfuldodger2468, Yurden, oldDave, LiquidMetalX and the other players
whose reports guided the work. N41's native palette/layout research is credited
in the retained palette documents. PalMod and indexed-palette authors retain
source-specific credits in `V91_PALETTE_CREDITS_20261002.md` and
`V91_DISTINCT_SECRET_PALETTE_CREDITS_20261002.md`.

Palette gallery: <https://zachd.com/palmod/gallery/?all>.
The blog's v8 video remains historical v8 footage.
