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Marvel vs. Capcom Recompiled
PORTSNATIVE

Marvel vs. Capcom Recompiled

PORT NATIVOLUCHA / COMBATEWINDOWSBETA

Marvel vs. Capcom Recompiled

Marvel vs. Capcom: Clash of Super Heroes

OrigenPlayStation

TecnologíaRecompilación Estática (C/C++ nativo)

Disponible paraWindows

Ver proyecto oficial

Sobre el proyecto

Marvel vs. Capcom: Clash of Super Heroes, o simplemente conocido como "Marvel Vs. Capcom" o "MVC", es un videojuego de lucha crossovers entre las compañías Marvel Comics y Capcom lanzado a principios de 1998. Para el videojuego se rescatan muchos personajes clásicos de esta última compañía, tales como Mega Man, Strider Hiryū o Captain Commando. Es la tercera entrega de la serie Marvel vs. Capcom.

Información oficial del proyecto

README original del autor (en inglés)Abrir en GitHub ↗

Marvel vs. Capcom: Clash of Super Heroes Recompiled

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GitHub downloads (all assets, all releases) GitHub downloads (latest release) GitHub release

<!-- /retcomm-readme-metrics --> <!-- retcomm-readme-boxart --> <p align="center"> <img src="launcher_assets/img/boxart.png" alt="Marvel vs. Capcom: Clash of Super Heroes box art" width="280"> </p> <!-- /retcomm-readme-boxart -->

Static recompilation of Marvel vs. Capcom: Clash of Super Heroes built on psxrecomp and recomp-ui.

This PlayStation port differs from the arcade version, in that players are unable to switch characters on-the-fly, reducing the secondary character to an assist role only. Significantly, this removes the tag team aspect of the original. It instead offers a "Cross over" mode where each player chooses one character, and the second character for each team is a mirror of the opponent's pick. In this mode, the players may switch characters at will, but the teams must always be identical. This compromise is most likely necessitated by the console's small memory size, as the use of identical teams alleviates the memory requirements.

Players2
RegionUSA
PublisherCapcom
Year1999

Scaffolded with the New Project Layout. See psxrecomp/docs/GAME_PROJECT_SETUP.md for the full flow.

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Retro Launcher

You can run this title standalone (release zip + the built-in recomp-ui Generate & Build flow), or manage installs, updates, ROM/BIOS wiring, and queued builds more intuitively with Retro Launcher — the Retro Compilation Manager hub for self-compiling recomps.

Downloads · Full README & features

<p align="center"> <img src="https://raw.githubusercontent.com/RetroPortingToolKit/Retro-Launcher/main/docs/screenshots/hub-and-game-launcher.png" alt="Retro hub with a background build, next to a title’s recomp-ui launcher" width="720"> </p> <p align="center"> <img src="https://raw.githubusercontent.com/RetroPortingToolKit/Retro-Launcher/main/docs/screenshots/queue-and-background-build.png" alt="Background cmake build with titles queued" width="720"> </p>

Retro checks for updates, rebuilds with existing build data when possible, shares the portable toolchain used by per-title launchers, and automates BIOS/ROM/save plumbing so you are not stuck repeating each game’s wizard by hand.

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Legal

You must own the original game. Disc images under disc/ are gitignored and must never be committed. Retail BIOS dumps are not redistributed; OpenBIOS is used for Generate unless you supply your own SCPH locally.

Optional box art under launcher_assets/img/ may come from libretro-thumbnails (Named_Boxarts); see BOXART_SOURCE.txt when present.

Quick start (dev)

git submodule update --init --recursive
./psxrecomp/tools/ci/build_emitters.sh
python3 psxrecomp/psxrecomp_cli.py generate \
  --config game.toml --project-root . --disc disc/<your>.cue
cmake -S . -B build-release -G Ninja -DCMAKE_BUILD_TYPE=Release
cmake --build build-release --target psx-runtime

Zip prefix for CI artifacts: mccsh.

Symbols

Progressive map: symbols.toml → python3 tools/sync_symbols.py → psx_symbols.h (PSX_FN_*). See psxrecomp/docs/SYMBOLS.md.

Framework pins

Submodule gitlinks (psxrecomp, optional recomp-ui, nested recomp-net) are authoritative. framework_pins.txt is an optional scaffold snapshot; release CI logs SHAs with record_pins.sh but builds whatever the gitlinks resolve to. Bump submodules deliberately — do not float on main/master in release CI.

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<p align="center"> <sub><b>R.A.I.D. — Retro AI Development</b> · a Discord for AI-assisted retro reverse-engineering, decomp &amp; recomp</sub> </p> <p align="center"> <a href="https://discord.gg/Ad9BwSzctP"><img src=".github/raid-discord.png" alt="Join the Retro AI Development (R.A.I.D.) Discord" width="200"></a> </p> <!-- /retcomm-readme-raid -->
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FICHA DEL PROYECTO

Tipo de proyecto
PORT NATIVO
Género
Lucha / Combate
Estado
beta
Plataforma de origen
PlayStation
Tecnología
Recompilación Estática (C/C++ nativo)
Versión
—
Actualización
—

Plataformas de destino 1

Windows
Ver en GitHub
Publicidad