SSF2T TAG v2.1 (preview) -- two-on-two tag teams for Super Street Fighter II Turbo
=====================================================================================

New in v2.1: the same game on Fightcade's Grand Master Challenge channel. This installer
takes either ZIP:
  ssf2t.zip     Super Street Fighter II Turbo (World 940223)
  ssf2xjr1.zip  Super Street Fighter II X: Grand Master Challenge (Japan 940223)
                (Fightcade's Grand Master Challenge channel)
The game is the same as v2 on both: an ssf2t.zip patched by v2 and by v2.1 is the same file.
The four-player download (RetroArch) is still v2.

You need your own clean ZIP, as Fightcade 2 downloads it for FBNeo, or the same set from
MAME. Nothing here contains ROM data or a CPS-2 key.

Windows:  drag ssf2xjr1.zip (or ssf2t.zip) onto ssf2t-tag-v2.1-preview.cmd (or put the .cmd
          beside it and double-click it).
macOS / Linux:  python3 ssf2t_tag_patch.py path/to/ssf2xjr1.zip

Either one writes ssf2xjr1_tag_v2.1.zip (or ssf2t_tag_v2.1.zip) and a receipt beside your
ZIP and never changes the original.

To play on Fightcade 2 (its FBNeo ROMs folder):
  Grand Master Challenge: back up ssf2xjr1.zip, then put ssf2xjr1_tag_v2.1.zip in its place
    renamed to ssf2xjr1.zip. Keep ssf2t.zip there too: the game reads its graphics and
    sound from it.
  Super Street Fighter II Turbo: back up ssf2t.zip, then put ssf2t_tag_v2.1.zip in its place
    renamed to ssf2t.zip.
Online, both players need the same patched ZIP. Patch your clean ZIP, not an earlier
output: the installer names one if you give it one.

Your ZIP must keep its key file inside (ssf2xj.key or ssf2t.key; Fightcade's do): the
patcher copies it through. A keyless ZIP is patched too, but emulators will not run it.

Controls
  Select screen   pick two fighters; the second pick goes on the same way. The same
                  fighter twice is fine: the second one gets the next colors.
  HP+HK           (Fierce + Roundhouse) tag: your partner flies in at the opponent
                  and kicks. Right after a normal or special that hit or was blocked,
                  HP+HK cancels it into the tag.
  Gauge full (level 2):
  QCB + HP+HK     Variable Cross: your partner jumps in and both fight until the
                  TIME bar over your super bar runs out. One stick drives both,
                  specials and supers too, and supers cost nothing while it lasts.
  QCF + HP+HK     Team super: your partner jumps in and both do their supers.
  The partner on the bench heals its red health back (a green "+" rises on its bar).
