ROM INPUT UPDATE

Merged, split, complete ZIP/7z archives and extracted ROM folders are accepted.
Use --rompath DIR (repeatable) to search a collection, or keep the existing archive argument.
Names may differ; required source contents are verified by size and strong hashes.
Use --check to verify arcade build inputs before reconstruction.
QSound is optional for game builds. Valid embedded firmware is preserved in complete game outputs.
Use --include-devices on CPS-2 kits to require and include firmware from separate archives.
Compact HBMAME outputs retain their stock-game and device dependencies.
7z input requires an installed 7-Zip executable; ZIP needs no extra archive software.
Original archives are never modified by collection discovery.

Super Street Fighter II EX: The Ultimate Championship · Japan's Super Turbo, with everything added back
=======================================================================================================

Version:  rc1 (2026-09-17)
Target:   MAME set 'ssf2xj' (Super Street Fighter II X: Grand Master Challenge (Japan 940311))
Hardware: Capcom CPS-2
Patch by: Steve Gordon (https://x.com/strygo)
Website:  https://strygo.github.io/arcade-patches/

ABOUT THIS PROJECT

Super Turbo is the version competitive players swear by, but it left things
behind. The bonus stages from Super Street Fighter II were gone. Shin Akuma
was a hidden boss you had to earn, and Ten Akuma only turned up years later at
home. Tournament Battle, the eight-player linked-cabinet mode, stayed with the
earlier Super Street Fighter II.

EX puts it together on the arcade game. Shin and Ten Akuma are playable from
the start, picked from Ryu. The car, the falling barrels and the oil drums are
back between fights. Link cabinets with the adapter and it runs Tournament
Battle; without it, it plays as normal. Every fighter gets two more colors,
the move names are the modern ones, and the new title reads The Ultimate
Championship.

Nothing about the existing fighters changes: this is Japan's Super Turbo
underneath. The USA build carries all of Grand Master Challenge's English
text; the Japan build keeps the Japanese.

EX keeps the board's own ROM layout: the same files as the Japanese set, so it
runs in MAME, HBMAME and on MiSTer, and on a real CPS-2 board.

This is a release candidate.

WHAT'S CHANGED

  - Shin Akuma and Ten Akuma, playable from the start: on Ryu, hold Start and
    press three kicks for Shin, or MP, HP, MK and HK together for Ten (hold
    Start and three punches still gives Akuma)
  - Ten Akuma has his Super gauge and the Raging Demon, with the 天 pose
  - The three bonus stages from Super Street Fighter II, back in one-player
    games: the car after three fights, the barrels after six, the oil drums
    after nine
  - Tournament Battle: with the link adapter, eight players and three matches
    across linked cabinets; without it, the game plays normally
  - A new title screen: The Ultimate Championship, with an EX mark
  - Two more colors for every fighter: pick with two punches or two kicks, or
    hold Start as well for the Old version in those colors. The VS screen and
    the fight portrait show the color you picked
  - Free Play in the Japanese build too
  - Modern move names: Cammy's Spiral Arrow, Cannon Spike and Quick Spin
    Knuckle, and Dee Jay's Air Slasher, with the Japanese voice callouts in
    the USA build
  - USA build: all of Grand Master Challenge's English. Japan build: the
    original Japanese text, with Grand Master Challenge's backdrop fixes
  - The existing fighters play exactly as in Japan's Super Turbo

BUILDS IN THIS DOWNLOAD

    usa        USA (English)
    japan      Japan (Japanese)

HOW TO APPLY (recommended)

    python3 apply.py /path/to/ssf2xj.zip --out-dir out

This checks every file against the original, applies the patches, checks
the result, and writes everything you need for every build (add
--variant <build> to make just one):

  USA (English):
    MAME / original hardware: out/mame/usa/ssf2xj.zip
    HBMAME:                   out/hbmame/ssf2tuc.zip
    MiSTer:                   out/mister/_Arcade/_Arcade Patches/_Enhanced Versions/Super Street Fighter II EX The Ultimate Championship (USA).mra
                              out/mister/games/hbmame/ssf2tuc.zip
  Japan (Japanese):
    MAME / original hardware: out/mame/japan/ssf2xj.zip
    HBMAME:                   out/hbmame/ssf2xuc.zip
    MiSTer:                   out/mister/_Arcade/_Arcade Patches/_Enhanced Versions/_Japan/Super Street Fighter II EX The Ultimate Championship (Japan).mra
                              out/mister/games/hbmame/ssf2xuc.zip

MAME: put ssf2xj.zip from out/mame/ ahead of the stock set in your MAME
rompath (one build at a time: they share the set name).
MAME reports checksum warnings for the patched ROMs; that's expected and
the game runs normally. The same files can be burned for an original board.

HBMAME: the set definition (ssf2tuc, ssf2xuc) ships with the project;
an upstream HBMAME submission is pending.
Put the zip in HBMAME's roms/ folder next to your stock ssf2xj.zip.
It loads with no checksum warnings.

MiSTer: copy the _Arcade folder from out/mister/ to the root of your SD card
and keep the stock, unmodified romset at games/mame/ssf2xj.zip (split MAME
sets also need qsound.zip). The MRA applies the edition in memory as the
game loads, so nothing on the card is modified. You need Jotego's jtcps2
core, which update_all installs. The MRAs are also a separate download.

out/mister/ also holds the HBMAME set in games/hbmame/. This MRA doesn't use
it, but the CPS+ Arrange and HD Remix MRAs load it: if you use CPS+, copy
the games folder from out/mister/ to the card as well.

HOW TO APPLY (any IPS patcher)

Extract ssf2xj.zip, apply each file in ips/<build>/ to the ROM file of the
same name (Flips, Lunar IPS, or any IPS tool), then re-zip everything
as ssf2xj.zip.

CHANGED FILES

  USA (English) (--variant usa):
    sfx.13m  (2.0 MB)  CRC32 cf94d275 -> 75dac0eb
    sfx.15m  (2.0 MB)  CRC32 5eb703af -> 84dcc039
    sfx.17m  (2.0 MB)  CRC32 ffa60e0f -> bfcaf206
    sfx.19m  (2.0 MB)  CRC32 34e825c5 -> 13a55fd3
    sfx.21m  (1.0 MB)  CRC32 e32854af -> 537c08de
    sfx.23m  (1.0 MB)  CRC32 760f2927 -> d6f6a331
    sfx.25m  (1.0 MB)  CRC32 1ee90208 -> df87c45d
    sfx.27m  (1.0 MB)  CRC32 f814400f -> ec70511e
    sfxj.03d  (512 KB)  CRC32 50b52b37 -> 59a05dec
    sfxj.04a  (512 KB)  CRC32 af7767b4 -> ad1e9ae5
    sfxj.05  (512 KB)  CRC32 f4ff18f5 -> 477b0a5e
    sfxj.06b  (512 KB)  CRC32 413477c2 -> e868b480
    sfxj.07a  (512 KB)  CRC32 a18b3d83 -> 9655f0c5
    sfxj.08  (512 KB)  CRC32 2de76f10 -> ea0d1d90

  Japan (Japanese) (--variant japan):
    sfx.21m  (1.0 MB)  CRC32 e32854af -> 537c08de
    sfx.23m  (1.0 MB)  CRC32 760f2927 -> d6f6a331
    sfx.25m  (1.0 MB)  CRC32 1ee90208 -> df87c45d
    sfx.27m  (1.0 MB)  CRC32 f814400f -> ec70511e
    sfxj.03d  (512 KB)  CRC32 50b52b37 -> e6224e3f
    sfxj.04a  (512 KB)  CRC32 af7767b4 -> 8479b16b
    sfxj.05  (512 KB)  CRC32 f4ff18f5 -> 477b0a5e
    sfxj.06b  (512 KB)  CRC32 413477c2 -> ddb9cab8
    sfxj.07a  (512 KB)  CRC32 a18b3d83 -> 9655f0c5
    sfxj.08  (512 KB)  CRC32 2de76f10 -> ea0d1d90

All other files in the set are unmodified.

LEGAL

This is a free, unofficial fan patch. It is not affiliated with or endorsed
by Capcom. All game titles, characters, and artwork remain the property of
their respective owners. You must own the game to use this patch. Do not
sell this patch or distribute it applied to a ROM image.
