# XMvsSF 3v3 + DHC v1.1.1 — what has been checked, and what hasn't

v1.1.1 is v1.1 with the same game files and two fixes:

- **The core.** In the two-player game, LK and MK pressed on the same frame
  didn't both reach the game while RetroArch's SOCD option was on (it is by
  default): FinalBurn Neo's cleaning of player 3's stick acted on the byte that
  holds P1's and P2's kicks. The six-player game wasn't affected.
- **The macOS launchers** start RetroArch in front of Terminal. Before, its
  window stayed black until it was clicked.

The Fightcade package changes only its version: the same game files and the
same build code as v1.1, so v1.1 and v1.1.1 players can play each other.

Like v1.1 and v1.0.0, it is a preview. Every run below is scripted, with
ordinary controller inputs, on the cloud test rig, except the one Mac run named
in the table. None of it is a physical controller or a real arcade board.

| Area | Checked | Still open |
| --- | --- | --- |
| Packages | Each package's files match its RELEASE.json and SHA256SUMS.txt. Re-applying every patch hunk to a clean Europe 961004 xmvsf.zip rebuilds the tested game files member for member. The Linux installer installs, re-runs, and refuses the wrong revision, a missing key, an already patched set and files it would overwrite. The launchers start a stand-in RetroArch with the right core, game and settings, and with a stand-in for macOS they start it through macOS's open. On one Mac (Apple M1 Max, RetroArch 1.10.3), the v1.1 two-player package installed from Terminal and played on the original screen. | The Windows installer and launchers under Windows PowerShell 5.1 on Windows (they ran under PowerShell 7 on Linux). The wide screen and the six-player package on a Mac. |
| Core | The v1.1.1 core plays 20,000 frames of scripted matches with every frame's picture and 68000 work RAM identical to the driver offered to FinalBurn Neo, with the SOCD option at RetroArch's default, on both games and both screens; and identical to the v1.1 core with the option off. With no directions pressed and LK+MK pressed together every second, switching the option on changes nothing, on both games and both screens; on the v1.1 core it changes the two-player game. | |
| Eighteen colours | All nine inputs, alone and with Start, on two and six players, both screens; the four-frame pair window, Start held late, a different button inside the window, Chun-Li's outfit, and mirrors. The colour table is packed; the packer, the game's own unpacker run in a 68000 emulator, the core's HUD decoder and the palette RAM in the game all give back every colour exactly. | Real controllers, where two buttons pressed "together" can land further apart than in a script. |
| Tags | MP+MK and MP+HK bring in reserve A and B. HP+HK, the game's own tag, now cycles through the whole team (first to second, second to third, third to first): the third character can be tagged in. | The tag reports from v1.0.0 were reproduced and fixed on the rig, not yet confirmed by the players who sent them. |
| Delayed Hyper Combos | Chains and refusals on six players; each Hyper pays its own level; each character joins a chain once. QCF+HP+HK stays the game's simultaneous two-level Team Hyper. | Every motion of every character into every partner has not been run. |
| Snapbacks | Hits, blocks, KOs and interruptions, as in v1.0.0. | The choppy switch reported on v1.0.0 is diagnosed (two long holds, a vanish, a camera jump) but not changed in v1.1. |
| Arcade mode | Both complete arcade ladders, six players on the original screen and in the wide arena, on the v1.1 Linux core. | |
| HUD | Three faces and bars a side; the included core draws all eighteen colours on the faces. A core from v1.0.0 shows colours 3 to 18 there in the LK colour. | |
| Fightcade | Five runs on Fightcade's emulator source (commit c959501) with GGPO-style state saves, loads and rollbacks, and no difference in the game state. Since v1.1 the build sets itself up when a match starts from a saved state (tested by loading a state saved on the normal game). | The Fightcade client itself, its lobby, ranked mode and an online match. |
| Platforms and people | Cores for Windows x86-64, macOS on Apple silicon and Linux x86-64, built from one source commit. The tests ran on Linux, and the Windows core also under Wine; the v1.1 two-player package ran on one Mac. | Six people with six controllers. A Windows run. |

When you report a problem, please give the package name, your platform, both
teams and their colours, the exact buttons (and whether you held them) and a
short clip that starts before the input. For six players, also the port each
controller is on. Start from a fresh boot, and keep states from v1.0.0 and the
stock game separate.
