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sf2uk: MAME ROM Information.


History:

Street Fighter II - The World Warrior (c) 1991 Capcom.


Street Fighter II - The World Warrior is the legendary fighting game that defined the fighting game genre. One or two players can choose from eight selectable World Warriors and must defeat the other seven, before finally taking on four non-selectable 'boss' characters.


Each fighter is as distinctive in feel and fighting style as they are in physical appearance, with each protagonist possessing several fantastical 'special moves' (the first genuine example of such in the fighting genre) to accompany the usual array of kicks, punches and throws. These special moves, while being difficult to execute due to the complexity of the joystick and buttons combinations required, allows the fighter to inflict huge amounts of damage on their opponent.


Street Fighter II is a fighting game in the truest sense of the word, with deceptively deep and strategic gameplay ensuring that experienced players would destroy simple 'button mashers' with relative ease.


- TECHNICAL -


Capcom Play System hardware (CPS)

Game ID : CP-S No. 14


Main CPU : 68000 (@ 10 Mhz)

Sound CPU : Z80 (@ 3.579545 Mhz)

Sound Chips : YM2151 (@ 3.579545 Mhz), OKI6295 (@ 7.576 Khz)


Players : 2

Control : 8-way joystick

Buttons : 6

= > [1] LP (Jab), [2] MP (Strong), [3] HP (Fierce)

= > [4] LK (Short), [5] MK (Forward), [6] HK (Roundhouse)


- TRIVIA -


Released in February 1991.


SFII was the fighting game that changed the face of video-games forever. So innovative was the game, that many of the game-play elements that fighting fans now take for granted, appeared HERE first. Within just weeks of release, its place in gaming history was assured. Any fighting game that has appeared after SFII is influenced - to a greater or lesser degree - by the Capcom legend.


During the development of SFII (and before the release of "Final Fight"), the very first free-hand drawing was done in the fall of 1988. At this time, eight prototype characters and an Island design was drawn. Just like the world map of the final version, the island would scroll on-screen to show the next destination, culminating at the top of the island.


* With the rapid success of SFII, it was rumored that Mattel, the makers of Barbie, sued Capcom for using the name Ken - insisting that people would confuse the Street Fighter character with that of Barbie's boyfriend. To avoid further litigation Capcom gave Ken a surname.


* Fans of Street Fighter are well accustomed to the story of 'Sheng Long'. SFII was already very popular in the arcades when the April issue of Electronic Gaming Monthly (EGM) came out. The story relates to a supposed secret character in SFII; his name was Sheng Long, the 'master' of Ryu and Ken. To reach him, according to EGM, the player had to survive a number of matches against M. Bison WITHOUT actually touching him. Should you achieve this, Sheng Long would apparently appear and kill Bison, and the player would then fight him instead. His style was essentially a mix of Ryu's and Ken's styles, but was much faster and inflicted far greater damage. When the EGM issue came out, thousands of gamers spent hours pouring money into SFII machines, trying to get to this non-existent character. Capcom had neither confirmed nor denied the Sheng Long story - obviously spotting the increase in revenue the mythical character could generate - and it was only much later that EGM themselves admitted that it was just an April Fools' joke.


* There were only ever THREE official Capcom versions of SFII, at least until the switch to the CPS2 system was made. The first was "Street Fighter II - The World Warrior"; more commonly referred to as 'Street Fighter II'. The second was "Street Fighter II' - Champion Edition" (also known in Japan as "Street Fighter II Dash" because the Japanese refer to the apostrophe after the 'II' as a "dash") and many operators from that era will probably relate to the problems that its release caused. Capcom originally made 'Champion Edition' available only in dedicated form - insisting that only a limited number of these dedicated units would be manufactured - and the game would never be produced in kit form. After everyone who could afford the machines had invested in the expensive dedicated units, Capcom, somewhat inevitably, began producing the game in kit form, claiming that they never knew how much demand there would be for the game. After the earnings from 'Champion Edition' began to subside, the infamous 'grey market' enhancements began to appear. Many of these went by names like 'Turbo', 'Hyper', and 'Super', including the 'Rainbow Edition' and 'Accelerator T1'. In early 1993, Capcom sued these manufacturers for copyright infringement and thus put an end to the development and distribution of these unauthorized enhancement kits. Capcom then released "Street Fighter II' - Hyper Fighting" (known as "Street Fighter II' Turbo - Hyper Fighting" in Japan), as the 'official' "Champion Edition" upgrade. This, just like the grey market kits, was a simple ROM upgrade to the "Champion Edition" board. Later on, Capcom developed the CPS2 (A/B) system that featured "Super Street Fighter II - The New Challengers" and its sequel "Super Street Fighter II Turbo" (known as "Super Street Fighter II X - Grand Master Challenge" in Japan), the final 'Street Fighter II' game until the 2003 release of "Hyper Street Fighter II - The Anniversary Edition".


* Each stage has background colors that would change in later versions of the game (mainly time of day changes), here are the original color schemes for each stage background :

1) Ryu stage : The stage has red-orange sky and a yellow moon.

2) E. Honda stage : The walls are dark blue; the floor is royal blue. The big picture (excluding the sun) is black. The 'Victory' sign is blue. The Hiragana Yu on the left is purple.

3) Blanka stage : The snake is green, and the wooden houses are in brighter colors than in "Street Fighter II' - Champion Edition".

4) Guile stage : The sky is daylight. There is teal tinted canopy on the jet. The symbol on the ground is blue. The missile linings are yellow. The people in the background wear green, but that doesn't change until "Super Street Fighter II - The New Challengers".

5) Ken stage : The boat is red; the 2 guys on top are wearing brown clothes and purple clothes. On the bottom are the bald man in grey shirt, a man in white bowler and white coat, a woman in pink dress, and a guy in the cyan shirt and brown pants. The guy in the trenchcoat and hat is blue.

6) Chun Li stage : The 2 customers wear blue, the meat store's roof is light blue and its sign is red, the meats hanging on the ceiling are pink, the man holding the chicken wears green, the "Shanghai Friend Corridor" is light blue with red letters, the water sign is green, and the ground is a bright beige.

7) Zangief stage : The floor is silver, and the area to the left is red. The "Attention" flyers are tan with brown letters.

8) Dhalsim stage : The stage has red curtains, a teal stone floor, and a red carpet.

9) Balrog stage : The stage floor is blue. The guy throwing confetti at win/lose wears orange, the car to the left is navy blue, and the car to the right is black.

10) Vega stage : The stage and floor are orange, and the Flamenco dancers are dressed in yellow.

11) Sagat stage : The Buddhist statue is silver, and the grass is a lighter shade of green than in later versions of the game.

12) M. Bison stage : the sky is daylight. The palace roof is pale red, and the bell is olive-green with red trim.


* Mike the Bison : many have conjectured whether Mike from the original "Street Fighter" is the same as Balrog ('Mike Bison' in Japan) from SFII. While Capcom of Japan confirms this, Capcom of America strenuously denied it (mainly due to the possibility of Mike Tyson filing a lawsuit). In Japan, as long as the name is changed, it's far easier to basically rip off someone else's character and have it treated as an original creation (in America it would be some form of copyright/identity theft). Ironically, as a result of the name change, Vega is a better fitting name for the Spanish warrior. (Vega is known as 'Balrog' in Japan. The name "Balrog" has its roots in Nordic mythology, while "Vega" is a Hispanic name.)


* About Chun Li : Chun Li is notable for being one of the first successful and popular female video game protagonists. When SFII was released, most female characters in games existed as objectives to be rescued or cast in the roles of other supporting characters, such as townspeople, girlfriends, the occasional opponent, or simply background decoration. Beyond RPGs, there were very few female heroes in action-based video games. After the success of SFII and Chun Li's popularity, female protagonists became more and more common. Since then, in games with selectable characters, at least, there will generally always be one or two selectable female characters.


* About M. Bison ('Vega' in Japan) : His design shares more than one detail with Kato, a character of the anime 'Doomed Megalopolis'. Like Kato, M. Bison is tall and thin, wears a red military uniform, keep wind his body with a black mantle when he's not fighting and possesses some obscure evil powers: even the star impressed on his hat (until Super Street Fighter II) is similar to the design of Kato.


- UPDATES -


Here is the list of all versions :


910206

* US release.


910214

* WORLD, US and JAPAN releases.


910228

* WORLD and US releases.


910306

* US and JAPAN releases.


910318

* US release.


910411

* US release.


910522

* WORLD and US releases.


911101

* US release.


911210

* JAPAN release.


ADDITIONAL NOTES :


US versions have the "Winners Don't Use Drugs" screen.


The E in E. Honda's name stands for his first name, Edmund; the M in M. Bison's name stands for 'Major'.


In the Japanese versions :

* Balrog is named 'M. Bison' (in this case, the M stands for 'Mike', see Trivia section above for further details).

* Vega is named 'Balrog'.

* M. Bison is named 'Vega'.

* Guile's deceased friend Charlie is named 'Nash'.

* Guile's wife Jane is named 'Julia'.

* Guile's daughter Amy is named 'Chris', however there is no mention of her name anywhere in Guile's Japanese ending.


None of the endings are translated 100% accurately from Japanese to English, but most are pretty close :

* Blanka's ending : In the non-Japanese versions, Blanka's mother says that he was lost when his plane crashed in Brazil when he was a baby.

In the Japanese versions there is no explanation of how, when, or where mother and son were separated.

Since the anklets she gave to Jimmy BEFORE they were separated still fit him, he was probably not supposed to be a baby when he was lost.

* Chun Li's ending : Chun Li refers to M. Bison's organization as 'Bison's drug'. This was probably supposed to be 'drug ring', as the word 'ring' was added in later versions of the game.

In the Japanese versions, she calls it 'the organization of evil'; there is no mention of drugs.

* Dhalsim's ending : In the Japanese versions, Dhalsim says that the photograph is of him a long time ago.

In the non-Japanese versions, he says it is him 'in his past life'.

Since only three years had passed, he obviously didn't actually mean that he had died and been reincarnated since the photograph had been taken.

* Guile's ending : In the non-Japanese versions, Guile asks M. Bison if he remembers : him (Guile), him and Charlie and Cambodia. Bison says he remembers and that Guile was not the runt he was then.

None of this is said in the Japanese versions.

In the non-Japanese versions, after his wife Jane stops Guile from killing Bison, she says that killing him won't bring Charlie back, only make Guile a murderer, just like Bison.

In the Japanese versions, 'Julia' only says that killing 'Vega' won't bring 'Nash' back. She does not say that it would make Guile a murderer.


- TIPS AND TRICKS -


* Characters stats : If you enter the classic Konami code UP(x2), DOWN(x2), LEFT, RIGHT, LEFT, RIGHT, MP, LP on the Player-2 side during the demo fight in attract mode, it makes a bunch of zeros appear.

First line contains 0001 0002 0003 0004

Second line contains 0005 0006 0007 0008 0009 0010 0011 0012


0001 = No idea, probably some sort of 'experience points' for 1P side.

0002 = The no. of coins put in in the left-hand slot.

0003 = Same as 0001, but for 2nd player.

0004 = Same as 0002, but for right-hand slot.

0005 = No. of times Ryu has been used.

0006 = No. of times Honda has been used.

0007 = No. of times Blanka has been used

0008 = No. of times Guile has been used.

0009 = No. of times Ken has been used.

0010 = No. of times Chun Li has been used.

0011 = No. of times Zangief has been used.

0012 = No. of times Dhalsim has been used.


* Special Ending : Finish the game on 1 credit to see an additional credit sequence.


* To get Ryu vs. Ryu : Start a fresh game on the left side (1P). Select any character other than Ryu. Play the game until you reach Ryu. Lose. Join in the game on the other side and hit 2P BEFORE the timer runs out. Select Ryu and enjoy fighting Ryu.


* Guile Freeze Himself (aka 'Pose' and 'Statue') : Get close enough to your opponent to do an upside down kick. Charge back on the joystick. After charging back, press roundhouse to execute the upside down kick, while continuing to charge back. As soon as Guile kicks and starts to flip around to land on the ground, throw a Sonic Boom with fierce (this is why we have been charging back). Guile will freeze standing up on one leg (which is one of the frames of Guile's landing after the upside down kick).


Un-freeze : You can 'un-freeze' at any time, even after the round ends (that makes it a good pause). To do so, execute a Flash Kick (charge down for 2 seconds then press up and any kick).


* Guile's Handcuffs (aka 'Freeze the Enemy') : Though its not required, its easiest to do this move when the enemy is dizzy. Charge down for 2 seconds. Then press UP (as if you were doing a Flash Kick) and hit the Strong and Forward buttons, while trying to hit strong a split second before hitting forward. Basically what you are doing is throwing your opponent with strong, and while in middle of the throw, you do a Flash Kick. When this move is done, you see all of the frames of Guile's Strong throw, however instead of flying across the screen at the end of the throw, the enemy sticks to you.


Un-handcuff : The 'un-handcuff' is the difficult part because it requires doing Guile's Shadow Throw. Charge back for 3 seconds then hit forward on the joystick along with the Fierce and Roundhouse buttons. Just like in the Handcuffs, you should try to hit the Roundhouse button slightly before the Fierce button. Also, you should hit the buttons slightly after moving the joystick forward. You can practice this by throwing Sonic Booms and seeing how far forward you can walk and still throw the sonic boom.


* Guile Invisible Throw (aka 'Shadow Throw', 'Magic Throw', 'Phantom Throw') : Charge back then hit forward on the joystick along with the Fierce and Roundhouse buttons. Just like in the Handcuffs, you should try to hit the Roundhouse button slightly before the Fierce button. Also, you should hit the buttons slightly after moving the joystick forward. You can practice this by throwing sonic booms and seeing how far forward you can walk and still throw the sonic boom.


* Guile Reset the Machine (aka 'Blackout') : Do a throw with Strong. Then do a Flash Kick before the opponent hits the ground. You can also try doing this by doing a Flash Kick with Fierce and Roundhouse.


* Dhalsim Invisible glitch : Throw a Yoga Fire (down, down-forward, forward) with both the Fierce and Forward buttons. This only works on versions 3 and 4 of the SFII boards.


* Blanka Double Roll Bite (Blanka rolls slow, then fast then bites without landing) : Do a slow roll (with Jab). While rolling, charge for a second roll. Roll with Fierce before Blanka lands. While in the second roll, push the joystick forward and hit Fierce to bite.


* Ken or Ryu Get Stuck on the car and bounce : Start the car bonus round. Break the left (or right) side of the car until it blocks. Face away from the car. Do a jump toward the car. Kick right after you jump but not at the same time as you jump. If you are lucky, you will be facing backwards. This is a tough one, so have patience.


* Ken or Ryu Endless Hurricane Kick : Do a normal Hurricane kick then tap Roundhouse extremely fast (fast enough to do Honda's Hundred Hand Slap, Chun Li's Lightning Leg, or Blanka's Electricity) while Ken or Ryu is in the air.


* Zangief Turbo Short : This is another glitch that is fun only to do once. If you hit your opponent with low Short, do another low Short, then hit Jab as fast as possible. If a 3rd low Short would have hit the opponent a Short will come out even though you are hitting Jab. If the short would have missed, Jab usually comes out even though short will from time to time.


- SERIES -


1. Street Fighter (1987)

2. Street Fighter II - The World Warrior [CP-S No. 14] (1991)

3. Street Fighter II' - Champion Edition [CP-S No. 21] (1992)

4. Street Fighter II' - Hyper Fighting [CP-S No. 24] (1992)

5. Super Street Fighter II - The New Challengers [CP-S II No. 01] (1993)

6. Super Street Fighter II Turbo [CP-S II No. 03 Bis] (1994)

7. Street Fighter Alpha - Warriors' Dreams [CP-S II No. 11] (1995)

8. Street Fighter Alpha 2 [CP-S II No. 15] (1996)

9. Street Fighter III - New Generation (1997)

10. Street Fighter III - 2nd Impact : Giant Attack (1997)

11. Street Fighter Alpha 3 [CP-S II No. 29] (1998)

12. Street Fighter III - 3rd Strike : Fight For The Future (1999)

13. Hyper Street Fighter II - The Anniversary Edition [CP-S II No. 38] (2003)

14. Street Fighter IV (2008)

15. Super Street Fighter IV (2010)


- STAFF -


Planners : Akira Nishitani (Nin), Akira Yasuda (Akiman)

Character designers : S.Y, Ikusan Z, Sho, Erichan, Pigmon, Katuragi, Mak!!, Manbou, Ball Boy (Ballboy), Kurisan, Q (Q Kyoku), Mikiman, Tanuki, Yamachan, S-Taing, Nissui, Buppo, Ziggy, Zummy, Nakamura, M. Okazaki

Programmers : Shin, Marina, Macchan, Ecchro!!

Sound : Yoko Shimomura (Shimo-P), Isao Abe (Oyaji-Oyaji)

Special Thanks : CBX, Noritaka Funamizu (Poo), Kiyomi Kaneko (Kanekon), Shono


- PORTS -


* Consoles :

Nintendo NES [Unreleased Prototype]

Nintendo Super Famicom [JP] (Jun.1992) [Model SHVC-S2]

Nintendo Super NES [US] (Jul.1992) [Model SNS-S2]

Nintendo Super NES [EU] (Dec.1992) [Model SNSP-S2]

Nintendo Famicom [AS] (1992, "Master Fighter II") : bootleg by Yoko Soft

Nintendo Famicom (19??, "Mari Turbo Street Fighter III") : bootleg including Super Mario as a new fighting character.

Nintendo Game Boy [EU] (1995) [Model DMG-ASFP]

Nintendo Game Boy [JP] (Aug.1995) [Model DMG-ASFJ]

Nintendo Game Boy [US] (Sep.1995) [Model DMG-ASFE-USA-2]

Sony PlayStation [EU] (1998, "Street Fighter Collection 2 [Model SLES-01721]") : Also released as a Value edition (Nov.2000)

Sony PlayStation [US] (Oct.1998, "Street Fighter Collection 2 [Model SLUS-00746]")

Sega Saturn [JP] (Dec.1998, "Capcom Generation Dai 5 Shou Kakkutouka Tachi [Model T-1236G]")

Sony PlayStation [JP] (Dec.1998, "Capcom Generation Dai 5 Shou Kakkutouka Tachi [Model SLPS-01725]")

Nintendo Game Boy [JP] (Mar.2000, Nintendo Power edition)

Sony PlayStation [JP] (Jul.2001, "Capcom Generation Dai 5 Shou Kakkutouka Tachi [Capcore] [Model SLPM-86838]")

Sony PlayStation [JP] (Jul.2005, "Capcom Retro Game Collection Vol.5 [Model SLPM-87365]")

Sony PlayStation 2 [US] (Sep.2005, "Capcom Classics Collection [Model SLUS-21316]")

Microsoft XBOX [US] (Sep.2005, "Capcom Classics Collection")

Microsoft XBOX [EU] (Nov.2005, "Capcom Classics Collection")

Sony PlayStation 2 [EU] (Nov.2005, "Capcom Classics Collection [Model SLES-53661]")

Sony PlayStation 2 [JP] (Mar.2006, "Capcom Classics Collection [Model SLPM-66317]")

Sony PSP [JP] (Sep.2006, "Capcom Classics Collection [Model ULJM-05104]")

Sony PSP [US] (Oct.2006, "Capcom Classics Collection Reloaded [Model ULUS-10134]")

Sony PSP [EU] (Nov.2006, "Capcom Classics Collection Reloaded [Model ULES-00377]")

Sony PSP [AU] (Nov.2006, "Capcom Classics Collection Reloaded")

Nintendo Wii [Virtual Console] [JP] (Dec.2006, Nintendo Super Famicom version) [Model JAJJ]

Nintendo Wii [Virtual Console] [US] (Dec.2006, Nintendo Super NES version) [Model JAJE]

Nintendo Wii [Virtual Console] [EU] (Jan.2007, Nintendo Super NES version) [Model JAJP]

Sony PSP [JP] (Sep.2007, "Capcom Classics Collection [Best Price] [Model ULJM-05280]")

Sony PlayStation 2 [JP] (Oct.2007, "Capcom Classics Collection [Best Price] [Model SLPM-66852]")


* Computers :

Commodore C64 [EU] (1992) : Also released as a Budget Edition in 1993.

Commodore Amiga [EU] (1992)

Atari ST [EU] (1992)

Sharp X68000 [JP] (1993)

Sinclair ZX Spectrum [EU] (1992)

PC [MS-DOS, 3.5"] [US/EU] (1992)


* Others :

LCD handheld game (19??) released by Tiger Electronics : it's basically a stripped down version of SFII, made to fit on a portable unit. You have two 'game types', basically whether you want to control either the character on the left or the character on the right. The player on the left could choose between Ryu, Ken and Guile, while the right-hand character could be one of Blanka, E. Honda and Zangief. Players could control the characters on a 'simplified layout' (ie. two buttons). Although special moves exist, keep in mind it's an LCD game - there aren't many (in fact Ryu and Ken are the only characters with two moves).


- SOURCES -


Game's rom.

Machine's picture.




MAME Info:

0.65 [Stephane Humbert, Tim]

0.34b6 [Paul Leaman]

0.33b5 [Paul Leaman]


Artwork available


Bugs:

- sf2ub: Original PCB running attract mode through an RGB board and into my PC. Smitdogg (ID 04003)


WIP:

- 0.145u4: Bonky0013 and JacKc added clone Street Fighter II: The World Warrior (USA 910522, Rev. G). Fix for copy/paste error in clone (USA 910522, Rev. G) [Tafoid]. Changed description of clone '(USA 910522)' to '(USA 910522, Rev. I)'.

- 0.144u3: Added missing pld ($0 - stf29.1a).

- 0.144u1: Team CPS-1 fixed clones Street Fighter II: The World Warrior (USA 910306), (USA 910318) and (USA 910411) ROMs labels and positions.

- 0.143: Brian Troha and The Dumping Union added clone Street Fighter II: The World Warrior (USA 910306).

- 0.141u2: Team CPS-1 fixed rom labels in clone 'Street Fighter II: The World Warrior (USA 911101)'.

- 0.140u2: Layne, Smitdogg and The Dumping Union (Team CPS-1) added clone Street Fighter II: The World Warrior (World 910228).

- 1st December 2010: Smitdogg - We got Street Fighter II (World 910228).

- 21st October 2010: Smitdogg - Darran donated a bunch of rare Street Fighter II bootlegs.

- 0.139u2: Team CPS-1 fixed labels in clone 'Street Fighter II: The World Warrior (USA 910206)' and added PCB infos

- 18th August 2010: Smitdogg - I got a box from Dave France with some donations and loaners. First is a Street Fighter 2 set. It had bad graphics. I swapped the motherboard with a spare I had and it works perfectly. I'll get the missing PAL dumped from it.

- 11th August 2010: Smitdogg - A non-working SF2 board set arrived thanks to john666 to fix a set in MAME and check for possible revision.

- 0.139: Changed description to 'Street Fighter II: The World Warrior'.

- 0.137u4: Smitdogg and The Dumping Union added clone Street Fighter II - The World Warrior (Thunder Edition).

- 28th April 2010: Smitdogg - I got another rare Street Fighter 2 bootleg called Thunder Edition. It uses a custom PAL for protection which Phil B. will likely crack in 6-7 seconds. The rom stickers were mostly destroyed so I printed it some fresh ones. The giant plastic sticker over the MASK roms came like that though.

- 0.134u2: D. Beneke, Guru, Smitdogg and The Dumping Union added clone 'Street Fighter II - The World Warrior (Quicken Pt-I, bootleg)'.

- 18th September 2009: Smitdogg - I got 2 of the remaining undumped Street Fighter 2 kitted bootlegs. I picked up a Street Fighter 2 Quicken Pt.1 board. The Quicken boards supposedly came out before the official Champion Edition, Turbo, etc. and are rumored to have been responsible for "inspiring" Capcom to make the Champion Editions etc. in order to compete with the bootleggers. I've been wanting these for a while, they are fairly important as far as bootlegs go. I've bid on them before but they always sold for too much, but this time I got nice prices.

- 0.131u4: TeamEurope added clone Street Fighter II - The World Warrior (World 910214, TAB Austria bootleg).

- 0.129u1: Phil Bennett fixed scrambled graphics in clone (US 910228).

- 0.126u5: Added A-board PLDs (buf1, ioa1, prg1, rom1 and sou1).

- 0.124u4: Lowered SF2 clock speed to 10MHz. This is on the assumption that, since the 12MHz A-Board is called "89626A-4 DASH", it should have started to be used with SF2 DASH--that is, sf2ce [Nicola Salmoria, Corrado Tomaselli, Charles MacDonald].

- 8th October 2006: Mr. Do - Added the instruction sticker for Street Fighter II, thanks to Tormod.

- 18th September 2006: Mr. Do - Added Street Fighter II bezel, thanks to Terry Terry Roberts.

- 0.73: Changed 'Unknown' to 'Unused' dipswitches.

- 0.69: David Haywood added clone Street Fighter II - The World Warrior (US 911101).

- 0.65: Renamed (sf2) to (sf2eb) and (sf2eg) to (sf2).

- 0.64: Added clones Street Fighter II - The World Warrior (World 910522) and (US 910318).

- 15th January 2003: Stephane Humbert and Tim added yet another version of SF2 to the CPS-1 driver.

- 0.63: Added clone Street Fighter II - The World Warrior (US 910411). Added 'Game Mode' dipswitch.

- 10th January 2003: Stephane Humbert added another version of SF2 to the CPS-1 driver.

- 19th December 2002: David Haywood added another version of Street Fighter II to the CPS-1 driver.

- 10th December 2002: Stephane Humbert added another clone to Street Fighter II.

- 0.37b15: Added clones 'Street Fighter II' - Champion Edition (Rainbow set 2)' and (V004). Renamed (sf2a) to (sf2ua), (sf2b) to (sf2ub), (sf2) to (>sf2ue), (sf2i) to (sf2ui) and (sf2j) to (sf2ja).

- 21st February 2001: Nicola Salmoria added buffering to the keyboard input code, allowing more than two keypresses at the same time. This fixes Zangief's spin in Street Fighter 2.

- 0.37b8: Added clone Street Fighter II - The World Warrior (US 910522).

- 10th April 2000: Guru - Dumped Street Fighter 2 (bootleg).

- 0.35: Added clone Street Fighter II - The World Warrior (Japan 910214). Changed parent description to 'Street Fighter II - The World Warrior (World 910214)' and clones '(US rev A)' to '(US 910206)', '(US rev B)' to '(US 910214)', '(US rev E)' to '(US 910228)' and '(Japan)' to '(Japan 911210)'.

- 0.35b13: Changed parent and clone descriptions to 'Street Fighter II - The World Warrior'.

- 0.35b2: Paul Leaman added clones Street Fighter II (US rev A), (US rev B) and (US rev E). Improved row scrolling in Street Fighter 2, plus several other fixes to the CPS1 games. Changed parent description to 'Street Fighter II (World rev B)' and clone 'Street Fighter 2 (Japan)' to 'Street Fighter II (Japan)'.

- 0.34b6: Paul Leaman added Street Fighter 2 (World) (Capcom 1991) and clone (Japan).

- 0.33b5: Paul Leaman added Street Fighter 2 (Testdriver).

- 11th November 1997: CaBBe dumped Street Fighter II - The World Warrior (World 910214).

- 15th August 1997: Dumped Street Fighter II' - Hyper Fighting (US 921209).


LEVELS: 11


Other Emulators:

* Calice

* Callus

* FB Alpha

* Kawaks

* Nebula

* Raine


Recommended Games (Street Fighter):

Street Fighter

Street Fighter II - The World Warrior

Street Fighter II' - Champion Edition

Street Fighter II' - Hyper Fighting

Super Street Fighter II: The New Challengers

Super Street Fighter II - The New Challengers

Super Street Fighter II Turbo

Street Fighter Alpha: Warriors' Dreams

Street Fighter Alpha 2

Street Fighter Alpha 3

Street Fighter Zero 2 Alpha

Street Fighter Zero 3 Upper

Street Fighter: The Movie

Street Fighter EX

Street Fighter EX Plus

Street Fighter EX2

Street Fighter EX2 Plus

Street Fighter III: New Generation

Street Fighter III 2nd Impact: Giant Attack

Street Fighter III 3rd Strike: Fight for the Future

Hyper Street Fighter 2: The Anniversary Edition

X-Men Vs. Street Fighter

Marvel Super Heroes Vs. Street Fighter

Marvel Vs. Capcom: Clash of Super Heroes

Marvel vs. Capcom 2

Capcom Vs. SNK Millennium Fight 2000

Capcom Vs. SNK Millenium Fight 2000 Pro

Capcom Vs. SNK 2 Millionaire Fighting 2001

SNK vs. Capcom - SVC Chaos


Romset: 7491 kb / 31 files / 3.29 zip




MAME XML Output:

       <game name="sf2uk" sourcefile="cps1.c" cloneof="sf2" romof="sf2">
              <description>Street Fighter II: The World Warrior (USA 911101)</description>
              <year>1991</year>
              <manufacturer>Capcom</manufacturer>
              <rom name="sf2u_30k.11e" size="131072" crc="8f66076c" sha1="f9653b36bb5012e6bde5fe3bcade4a6a7a7e7def" region="maincpu" offset="0"/>
              <rom name="sf2u_37k.11f" size="131072" crc="4e1f6a83" sha1="ee679b79ff3c3165979d3de23e0f668839cf465f" region="maincpu" offset="1"/>
              <rom name="sf2u_31k.12e" size="131072" crc="f9f89f60" sha1="c3b71482b85c83576518f300be768655412276b0" region="maincpu" offset="40000"/>
              <rom name="sf2u_38k.12f" size="131072" crc="6ce0a85a" sha1="567fd18cd626c94496d9123ecef87dc638f0041a" region="maincpu" offset="40001"/>
              <rom name="sf2u_28k.9e" size="131072" crc="8e958f31" sha1="81359bc988c4e9e375b5bbd960921d425b77f706" region="maincpu" offset="80000"/>
              <rom name="sf2u_35k.9f" size="131072" crc="fce76fad" sha1="66f881ba600c7e6bbe960cfd0772ed16208b79c8" region="maincpu" offset="80001"/>
              <rom name="sf2u_29a.10e" merge="sf2_29b.10e" size="131072" crc="bb4af315" sha1="75f0827f4f7e9f292add46467f8d4fe19b2514c9" region="maincpu" offset="c0000"/>
              <rom name="sf2u_36a.10f" merge="sf2_36b.10f" size="131072" crc="c02a13eb" sha1="b807cc495bff3f95d03b061fc629c95f965cb6d8" region="maincpu" offset="c0001"/>
              <rom name="sf2-5m.4a" merge="sf2-5m.4a" size="524288" crc="22c9cc8e" sha1="b9194fb337b30502c1c9501cd6c64ae4035544d4" region="gfx" offset="0"/>
              <rom name="sf2-7m.6a" merge="sf2-7m.6a" size="524288" crc="57213be8" sha1="3759b851ac0904ec79cbb67a2264d384b6f2f9f9" region="gfx" offset="2"/>
              <rom name="sf2-1m.3a" merge="sf2-1m.3a" size="524288" crc="ba529b4f" sha1="520840d727161cf09ca784919fa37bc9b54cc3ce" region="gfx" offset="4"/>
              <rom name="sf2-3m.5a" merge="sf2-3m.5a" size="524288" crc="4b1b33a8" sha1="2360cff890551f76775739e2d6563858bff80e41" region="gfx" offset="6"/>
              <rom name="sf2-6m.4c" merge="sf2-6m.4c" size="524288" crc="2c7e2229" sha1="357c2275af9133fd0bd6fbb1fa9ad5e0b490b3a2" region="gfx" offset="200000"/>
              <rom name="sf2-8m.6c" merge="sf2-8m.6c" size="524288" crc="b5548f17" sha1="baa92b91cf616bc9e2a8a66adc777ffbf962a51b" region="gfx" offset="200002"/>
              <rom name="sf2-2m.3c" merge="sf2-2m.3c" size="524288" crc="14b84312" sha1="2eea16673e60ba7a10bd4d8f6c217bb2441a5b0e" region="gfx" offset="200004"/>
              <rom name="sf2-4m.5c" merge="sf2-4m.5c" size="524288" crc="5e9cd89a" sha1="f787aab98668d4c2c54fc4ba677c0cb808e4f31e" region="gfx" offset="200006"/>
              <rom name="sf2-13m.4d" merge="sf2-13m.4d" size="524288" crc="994bfa58" sha1="5669b845f624b10e7be56bfc89b76592258ce48b" region="gfx" offset="400000"/>
              <rom name="sf2-15m.6d" merge="sf2-15m.6d" size="524288" crc="3e66ad9d" sha1="9af9df0826988872662753e9717c48d46f2974b0" region="gfx" offset="400002"/>
              <rom name="sf2-9m.3d" merge="sf2-9m.3d" size="524288" crc="c1befaa8" sha1="a6a7f4725e52678cbd8d557285c01cdccb2c2602" region="gfx" offset="400004"/>
              <rom name="sf2-11m.5d" merge="sf2-11m.5d" size="524288" crc="0627c831" sha1="f9a92d614e8877d648449de2612fc8b43c85e4c2" region="gfx" offset="400006"/>
              <rom name="sf2_09.12a" merge="sf2_9.12a" size="65536" crc="a4823a1b" sha1="7b6bf59dfd578bfbbdb64c27988796783442d659" region="audiocpu" offset="0"/>
              <rom name="sf2_18.11c" merge="sf2_18.11c" size="131072" crc="7f162009" sha1="346bf42992b4c36c593e21901e22c87ae4a7d86d" region="oki" offset="0"/>
              <rom name="sf2_19.12c" merge="sf2_19.12c" size="131072" crc="beade53f" sha1="277c397dc12752719ec6b47d2224750bd1c07f79" region="oki" offset="20000"/>
              <rom name="buf1" merge="buf1" size="279" crc="eb122de7" sha1="b26b5bfe258e3e184f069719f9fd008d6b8f6b9b" region="aboardplds" offset="0"/>
              <rom name="ioa1" merge="ioa1" size="279" crc="59c7ee3b" sha1="fbb887c5b4f5cb8df77cec710eaac2985bc482a6" region="aboardplds" offset="0"/>
              <rom name="prg1" merge="prg1" size="279" crc="f1129744" sha1="a5300f301c1a08a7da768f0773fa0fe3f683b237" region="aboardplds" offset="0"/>
              <rom name="rom1" merge="rom1" size="279" crc="41dc73b9" sha1="7d4c9f1693c821fbf84e32dd6ef62ddf14967845" region="aboardplds" offset="0"/>
              <rom name="sou1" merge="sou1" size="279" crc="84f4b2fe" sha1="dcc9e86cc36316fe42eace02d6df75d08bc8bb6d" region="aboardplds" offset="0"/>
              <rom name="stf29.1a" merge="stf29.1a" size="279" crc="043309c5" sha1="f6b9610c9f896c495041ba56a654776a521c356b" region="bboardplds" offset="0"/>
              <rom name="iob1.11d" merge="iob1.11d" size="279" crc="3abc0700" sha1="973043aa46ec6d5d1db20dc9d5937005a0f9f6ae" region="bboardplds" offset="0"/>
              <rom name="c632.ic1" merge="c632.ic1" size="279" crc="0fbd9270" sha1="d7e737b20c44d41e29ca94be56114b31934dde81" region="cboardplds" offset="0"/>
              <chip type="cpu" tag="maincpu" name="68000" clock="10000000"/>
              <chip type="cpu" tag="audiocpu" name="Z80" clock="3579545"/>
              <chip type="audio" tag="mono" name="Speaker"/>
              <chip type="audio" tag="2151" name="YM2151" clock="3579545"/>
              <chip type="audio" tag="oki" name="OKI6295" clock="1000000"/>
              <display tag="screen" type="raster" rotate="0" width="384" height="224" refresh="59.610000" />
              <sound channels="1"/>
              <input players="2" buttons="6" coins="2" service="yes">
                     <control type="joy" ways="8"/>
              </input>
              <dipswitch name="Coin A" tag="DSWA" mask="7">
                     <dipvalue name="4 Coins/1 Credit" value="0"/>
                     <dipvalue name="3 Coins/1 Credit" value="1"/>
                     <dipvalue name="2 Coins/1 Credit" value="2"/>
                     <dipvalue name="1 Coin/1 Credit" value="7" default="yes"/>
                     <dipvalue name="1 Coin/2 Credits" value="6"/>
                     <dipvalue name="1 Coin/3 Credits" value="5"/>
                     <dipvalue name="1 Coin/4 Credits" value="4"/>
                     <dipvalue name="1 Coin/6 Credits" value="3"/>
              </dipswitch>
              <dipswitch name="Coin B" tag="DSWA" mask="56">
                     <dipvalue name="4 Coins/1 Credit" value="0"/>
                     <dipvalue name="3 Coins/1 Credit" value="8"/>
                     <dipvalue name="2 Coins/1 Credit" value="16"/>
                     <dipvalue name="1 Coin/1 Credit" value="56" default="yes"/>
                     <dipvalue name="1 Coin/2 Credits" value="48"/>
                     <dipvalue name="1 Coin/3 Credits" value="40"/>
                     <dipvalue name="1 Coin/4 Credits" value="32"/>
                     <dipvalue name="1 Coin/6 Credits" value="24"/>
              </dipswitch>
              <dipswitch name="2 Coins to Start, 1 to Continue" tag="DSWA" mask="64">
                     <dipvalue name="Off" value="64" default="yes"/>
                     <dipvalue name="On" value="0"/>
              </dipswitch>
              <dipswitch name="Unused" tag="DSWA" mask="128">
                     <dipvalue name="Off" value="128" default="yes"/>
                     <dipvalue name="On" value="0"/>
              </dipswitch>
              <dipswitch name="Difficulty" tag="DSWB" mask="7">
                     <dipvalue name="1 (Easiest)" value="7"/>
                     <dipvalue name="2" value="6"/>
                     <dipvalue name="3" value="5"/>
                     <dipvalue name="4 (Normal)" value="4" default="yes"/>
                     <dipvalue name="5" value="3"/>
                     <dipvalue name="6" value="2"/>
                     <dipvalue name="7" value="1"/>
                     <dipvalue name="8 (Hardest)" value="0"/>
              </dipswitch>
              <dipswitch name="Unused" tag="DSWB" mask="8">
                     <dipvalue name="Off" value="8" default="yes"/>
                     <dipvalue name="On" value="0"/>
              </dipswitch>
              <dipswitch name="Unused" tag="DSWB" mask="16">
                     <dipvalue name="Off" value="16" default="yes"/>
                     <dipvalue name="On" value="0"/>
              </dipswitch>
              <dipswitch name="Unused" tag="DSWB" mask="32">
                     <dipvalue name="Off" value="32" default="yes"/>
                     <dipvalue name="On" value="0"/>
              </dipswitch>
              <dipswitch name="Unused" tag="DSWB" mask="64">
                     <dipvalue name="Off" value="64" default="yes"/>
                     <dipvalue name="On" value="0"/>
              </dipswitch>
              <dipswitch name="Unused" tag="DSWB" mask="128">
                     <dipvalue name="Off" value="128" default="yes"/>
                     <dipvalue name="On" value="0"/>
              </dipswitch>
              <dipswitch name="Unused" tag="DSWC" mask="1">
                     <dipvalue name="Off" value="1" default="yes"/>
                     <dipvalue name="On" value="0"/>
              </dipswitch>
              <dipswitch name="Unused" tag="DSWC" mask="2">
                     <dipvalue name="Off" value="2" default="yes"/>
                     <dipvalue name="On" value="0"/>
              </dipswitch>
              <dipswitch name="Free Play" tag="DSWC" mask="4">
                     <dipvalue name="Off" value="4" default="yes"/>
                     <dipvalue name="On" value="0"/>
              </dipswitch>
              <dipswitch name="Freeze" tag="DSWC" mask="8">
                     <dipvalue name="Off" value="8" default="yes"/>
                     <dipvalue name="On" value="0"/>
              </dipswitch>
              <dipswitch name="Flip Screen" tag="DSWC" mask="16">
                     <dipvalue name="Off" value="16" default="yes"/>
                     <dipvalue name="On" value="0"/>
              </dipswitch>
              <dipswitch name="Demo Sounds" tag="DSWC" mask="32">
                     <dipvalue name="Off" value="32"/>
                     <dipvalue name="On" value="0" default="yes"/>
              </dipswitch>
              <dipswitch name="Allow Continue" tag="DSWC" mask="64">
                     <dipvalue name="No" value="64"/>
                     <dipvalue name="Yes" value="0" default="yes"/>
              </dipswitch>
              <dipswitch name="Game Mode" tag="DSWC" mask="128">
                     <dipvalue name="Game" value="128" default="yes"/>
                     <dipvalue name="Test" value="0"/>
              </dipswitch>
              <driver status="good" emulation="good" color="good" sound="good" graphic="good" savestate="supported" palettesize="3072"/>
       </game>
 
 


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