Skip to content

Capcom and Cave

github-actions[bot] edited this page Nov 12, 2026 · 3 revisions

Capcom CPS1, CPS2 and CPS3 games

Every Capcom CPS1, CPS2 and CPS3 game of FinalBurn Neo is recognized, with MAME as with RetroArch. That makes 88 games and their 942 sets. A version, a bootleg or a hack takes the file of its original game, with its own name when it has one (Street Fighter II' Magic Delta Turbo, for example). A version whose own cheats put a value elsewhere reads it there, in the "per_game" section of the file (the second revision of JoJo's Venture, Quiz & Dragons' Japanese resale, the US Eco Fighters). The files are made by tools/cps_games.py from the list and the cheat database of FinalBurn Neo, completed by MAME's (the cheat collection of mamecheat.co.uk). MAME gives Street Fighter Zero (CPS Changer) all its values, the credits of Final Fight and Varth, and the characters of JoJo's Venture. RetroAchievements (its public scripts on GitHub and the data tools/ra_notes.py downloads) gives the score of 1941, 19XX, Three Wonders, Armored Warriors, Battle Circuit, Cadillacs and Dinosaurs, Capcom Sports Club, Captain Commando, Eco Fighters, Final Fight, JoJo's Bizarre Adventure, Knights of the Round, Mega Man 1 and 2, Mighty! Pang, Night Warriors, Pang! 3, Progear, Quiz & Dragons, Street Fighter Alpha, Street Fighter Alpha 3, Street Fighter II' Hyper Fighting, Street Fighter III 3rd Strike, Strider, Super Gem Fighter, Super Puzzle Fighter II Turbo, The Punisher, U.N. Squadron and Warriors of Fate, and the rounds won of Marvel Super Heroes, Street Fighter Alpha 3 and X-Men vs. Street Fighter, to be checked in game.

Four Capcom fighting games on their stages, HD display

  • What is read. Each player's health, the timer, the lives, the bombs, the super gauge, the characters and their names, the stage, and the credits when the game keeps them. The timer shows when the cheat gives all of it. In 23 games it only gives a part, one digit, the seconds of a clock or a counter that is not the timer seen in the game. ArcadeDMD then reads it only to see that the game runs, without showing it. The score is not in the cheat databases, learn it with learn.bat (Learning the score, below).
  • Who plays. The Capcom games have no BIOS that tells it. ArcadeDMD watches the timer, the score once it is learned, the health, the lives and the bombs. As long as they move, player 1 plays. After 10 seconds without any change, the coin screen comes back. This needs the timer or the score (or the health in a fighting game), because the lives and the bombs alone change too seldom. Without them, the game stays on its game scene. When the game's credits are read (learned with learn.bat if needed), one or two credits spent are a start, and player 1 plays from the select screen on, for 45 seconds until the fight moves.
  • RetroArch. FinalBurn Neo core. CPS1 and CPS2 share 64 KB of RAM from 0xFF0000, CPS3 its 512 KB from 0x2000000, with its bytes reversed in 32-bit words that ArcadeDMD puts back in order. A value outside of this RAM (the credits of some CPS2 games) is read with MAME only. 1944 and Dimahoo keep all their values outside of it, so RetroArch shows nothing of them and the log says so. Launch these two games with MAME to see everything (in LaunchBox, Edit, then the Emulation tab). Mercs is set for three players in FinalBurn Neo, and with two controllers one of them drives two players. Set its DIP switches to Play Mode 2 Player and Coin Slots 1 (Quick Menu, Core Options, DIP Switches), then restart the game.
  • Credits. Under RetroArch most Capcom games do not give their credits. Once coin_buttons.bat has shown ArcadeDMD your coin buttons, it counts them. A coin gives a credit, and a player who begins takes one. Once the START buttons are shown too, a player who presses START with a credit begins at once. Otherwise the start is seen when the game starts moving, a continue and player 2 joining in when the lives come back from 0 by 2 or more (an extra life is only 1), and in Mercs, which has no lives, when the energy comes back from 0. Player 2 also takes one when his values start moving after 45 seconds without (his score goes up, a life or a bomb spent, a hit taken), out of the fighting games where his health is the computer's. Game files say it in their "coins" section. It stays a guess. For an exact count, learn where the game keeps its credits with learn.bat (credits=0, credits=1, credits=2...), the game itself then gives them, continues included.
  • Fighting games. On the panel, the health bars, the timer, the names, and on the bottom line the super gauge of each player, blue as it fills up, gold and blinking when it is full. On the HD screen, the fight scene on the game's own stage, with the place under the stage banner (CHINA, INDIA, FEAST OF THE DAMNED...), and the super gauges under the fighters. Street Fighter II, its Champion Edition and Hyper Fighting, Super Street Fighter II, Street Fighter Alpha and Night Warriors read the rounds won by each player (cheat database), X-Men: Children of the Atom too (found in captures made on a cabinet). They are gold stars under the bars on the HD screen and gold squares next to the timer on the panel, and the winner of a round is the one whose count goes up. Since 1.31.1, Samurai Shodown III to V Special, SNK vs. Capcom, Garou, the three Real Bout Fatal Fury, Art of Fighting 1 and 2 and Kabuki Klash read them too (RetroAchievements code notes, to confirm in game). A health bar that goes below zero at a K.O. (0xFF in its byte, Street Fighter II, the King of Fighters and since 1.31.1 most Neo Geo fighting games, "zero_from") reads empty, it read full and the K.O. was missed. In the King of Fighters '96 to 2002 a fighter at 0 still fights, only below zero is a K.O., so 0 reads 1 ("add": 1). Rage of the Dragons and Ragnagard read their health as a signed 16-bit word for that. Fatal Fury, King of the Monsters and Legend of Success Joe keep the computer's fighter in a block of its own, the right bar shows it against the computer and player 2's when he plays. The King of Fighters '94, '96, '98, '99 and 2002 and Real Bout Fatal Fury Special tell their select screens (select, RetroAchievements code notes), where VS shows and no event of a fight comes, on the HD screen as on the panel. Both bars emptied at once (the select screen after START, the end of a game) are not a K.O. The super gauge of Marvel vs. Capcom, Marvel Super Heroes, X-Men vs. Street Fighter and X-Men: Children of the Atom has levels, like the game. The bar is the one of the current level (power), with POWER and the level beside it (power_level, "max" for the top level, where the bar shows full with POWER MAX). Since 1.36, X-Men: Children of the Atom and Marvel vs. Capcom show how to do the supers under the gauge, as the desperation moves of The King of Fighters '98 ("hyper" in the game file). X-Men shows the fighter's Hyper X at Level Max, and its name in big when the gauge falls back to the first level. Marvel vs. Capcom shows the Hyper Combos of the fighter on screen one after the other from the first level, those the level allows, for the human players. Each level spent puts a big title on the marquee (the super's name when only one can be it, VARIABLE COMBINATION for two levels at once, HYPER COMBO otherwise). X-Men also shows FIGHT! with the game's own, read on the fraction of a second of its timer ("start"). In Marvel vs. Capcom, Marvel Super Heroes vs. Street Fighter and X-Men vs. Street Fighter each player has two fighters who take turns. The health and the name shown are those of the fighter on screen, made by the engine from the values of both ("tag" in the game file, a "team" expression), and the team is K.O. only when both are down. Player 2 is a human or the computer. Street Fighter Alpha, Alpha 3, Marvel vs. Capcom, Vampire Hunter 2 and JoJo's Bizarre Adventure read it in the game (cheat database, "human" in the activity section), and so do Marvel Super Heroes vs. Street Fighter, X-Men vs. Street Fighter and X-Men: Children of the Atom (found in captures made on a cabinet). Player 1 is the computer when player 2 plays alone, read in these games, seen in the others from player 2's START followed by a credit the game spends. In the other fighting games, player 2 is a human from the moment his score goes up (once it is learned, but not in the Marvel games where the computer scores too, "cpu_scores" in the activity section), he presses START with a credit, or a credit is spent during a fight (a challenger), until nobody plays any more or his score has not moved for two minutes. Street Fighter II reads its credits and the score of player 1, learned with learn.bat on a cabinet under RetroArch. Player 2's score is taken at the same place in his own block and is still to be confirmed. A credit spent is then a start, seen at the character select. The fighter of Street Fighter III: New Generation is told by two bytes, a row and a column of the select screen, and the game file joins them ("join").
  • Values read at every frame. A value marked "fast" in a game file is read at every frame (the stick and buttons of The King of Fighters '98, since 1.32). The MAME plugin reads it at each frame, and the RetroArch reader asks for it at each frame between its other reads, which it then asks all at once. Each change keeps the time it was read.
  • The other games. Each one has its own panel scene and HD scene, see Capcom games done one by one just below.
  • demo_capcom.bat plays the demo of a Capcom game, most of them with the coin screen first.
Game System File Health bars Timer Character names Super gauge Stages (HD)
Cyberbots: Fullmetal Madness CPS2 cybots.json yes yes yes (10) yes yes
Darkstalkers: The Night Warriors CPS2 dstlk.json yes yes yes (12) - yes
Hyper Street Fighter II: The Anniversary Edition CPS2 hsf2.json yes yes yes (17) yes fixed
JoJo's Bizarre Adventure CPS3 jojoba.json yes yes yes (25) yes fixed
JoJo's Venture CPS3 jojo.json yes yes yes (16) yes fixed
Marvel Super Heroes CPS2 msh.json yes yes yes (13) yes fixed
Marvel Super Heroes Vs. Street Fighter CPS2 mshvsf.json yes yes yes (25) yes fixed
Marvel Vs. Capcom: Clash of Super Heroes CPS2 mvsc.json yes yes yes (22) yes yes
Mega Man 2: The Power Fighters CPS2 megaman2.json yes - - - fixed
Mega Man: The Power Battle CPS1 megaman.json yes - - - fixed
Muscle Bomber Duo: Ultimate Team Battle CPS1 mbombrd.json yes - - - fixed
Night Warriors: Darkstalkers' Revenge CPS2 nwarr.json yes yes yes (14) - yes
Red Earth CPS3 redearth.json yes - - - yes
Ring of Destruction: Slammasters II CPS2 ringdest.json yes yes - - fixed
Saturday Night Slam Masters CPS1 slammast.json yes - - - fixed
Street Fighter Alpha 2 CPS2 sfa2.json yes yes yes (24) yes yes
Street Fighter Alpha 3 CPS2 sfa3.json yes yes yes (29) yes yes
Street Fighter Alpha: Warriors' Dreams CPS2 sfa.json yes yes yes (13) yes yes
Street Fighter II': Champion Edition CPS1 sf2ce.json yes yes yes (12) - yes
Street Fighter II': Hyper Fighting CPS1 sf2hf.json yes yes yes (12) - yes
Street Fighter II: The World Warrior CPS1 sf2.json yes yes yes (12) - yes
Street Fighter III 2nd Impact: Giant Attack CPS3 sfiii2.json yes yes yes (15) yes yes
Street Fighter III 3rd Strike: Fight for the Future CPS3 sfiii3.json yes yes yes (19) yes yes
Street Fighter III: New Generation CPS3 sfiii.json yes yes yes (11) yes yes
Street Fighter Zero CPS1 sfzch.json yes yes yes (13) yes yes
Street Fighter Zero 2 Alpha CPS2 sfz2al.json yes yes yes (21) - yes
Super Gem Fighter: Mini Mix CPS2 sgemf.json yes yes yes (12) yes yes
Super Street Fighter II Turbo CPS2 ssf2t.json yes yes yes (16) yes yes
Super Street Fighter II: The New Challengers CPS2 ssf2.json yes yes yes (16) - yes
Vampire Hunter 2: Darkstalkers Revenge CPS2 vhunt2.json yes yes yes (21) yes yes
Vampire Savior 2: The Lord of Vampire CPS2 vsav2.json yes yes yes (19) - yes
Vampire Savior: The Lord of Vampire CPS2 vsav.json yes yes yes (18) - yes
X-Men Vs. Street Fighter CPS2 xmvsf.json yes yes yes (19) yes fixed
X-Men: Children of the Atom CPS2 xmcota.json yes yes yes (13) yes yes

The addresses come from the cheat database of FinalBurn Neo and still have to be confirmed in game (test_retroarch.bat shows them). "fixed" means the game always gets the same backgrounds, taken from a list that fits it (the ring of the Slam Masters, the laboratory of Mega Man).

Capcom games done one by one

Like the Neo Geo games, the other Capcom games got a panel scene and an animated HD scene of their own, fifty of them. Everything is drawn by the program, no image, character or logo comes from the games.

  • The games with characters, like Metal Slug (1.30). The beat'em ups, the action games and platformers, the two Pang and Mercs show no character drawn by the program any more. The place of the game stays behind, calm and darker. Each player has a panel with what is read in the game (gauge, lives, score, bombs, weapon, level), and the middle shows the logo, TIME when the timer is read whole (red when little time is left) and the credits. The game's events show between the panels. Points are a blow in the middle, a punch, a shot, a slash, a thrown weapon, a spell or a balloon that bursts. A bomb or a special leaves the panel and the middle blows up. A life lost turns the panel red and shakes the screen, health that comes back says + LIFE, and a level gained says LEVEL UP! Player 2's panel lights up when his health, his lives or his score move, and goes dark 45 seconds after they stop.
  • Shoot'em ups. Once the score is learned, an enemy only blows up when the game scores points, as with the Neo Geo. A bomb spent sweeps the screen, the weapon picked up and the plane chosen are named. On the panel, the plane, the ship or the soldier of the game flies and fires. Player 2 comes in when his score goes up, or when he loses a life, spends a bomb or takes a hit, and leaves 45 seconds after they stop. The credits show under the logo. Mercs shows in panels, like the beat'em ups.
  • Action games and platformers. In their panels, the weapon held is read in Ghouls'n Ghosts and Three Wonders, the armour in Ghouls'n Ghosts, the partner and the floor in Magic Sword, the hero in Willow, and the points of Pang! 3 and Mighty! Pang burst a balloon. Strider and Willow keep one panel, the players take turns.
  • Puzzle games, quizzes and mahjong. They play by themselves, with our own questions, tiles, gems and bubbles, and follow what is read in the game. A life lost in a quiz is a wrong answer.
  • The small games (Frog Feast, Pokonyan! Balloon, Magical Pumpkin, Ganbare! Marine Kun) play by themselves too. The frogs leap, the balloon flies over the savanna, the pumpkin carriage rolls through the town, the sight follows the fish.
  • Final Fight Anniversary Edition and Final Fight EX (CPS2 hacks) take the scene of Final Fight, Tenchi wo Kurau II CPS Changer the one of Warriors of Fate.
  • The values come from the cheat databases of FinalBurn Neo and MAME 2003-Plus and still have to be confirmed in game (test_retroarch.bat shows them). The score is in neither of them, learn it with learn.bat, the title of the game takes its place on the panel until then. The King of Dragons counts its experience, which is read.
  • With nobody playing, the coin screen (see Who plays, just above).
  • demo_capcom.bat shows them without playing. Pick the game in the list, or give it directly, demo_capcom.bat ffight for example.

Final Fight, Captain Commando, Cadillacs and Dinosaurs and The Punisher on an LCD marquee, HD display

The King of Dragons, Knights of the Round, Warriors of Fate and Dungeons & Dragons: Shadow over Mystara on an LCD marquee, HD display

Dungeons & Dragons: Tower of Doom, Alien vs. Predator, Armored Warriors and Battle Circuit on an LCD marquee, HD display

1944, 19XX, 1941, Varth and U.N. Squadron on an LCD marquee, HD display

Carrier Air Wing, Forgotten Worlds, Giga Wing and Progear on an LCD marquee, HD display

Mars Matrix, Dimahoo, Eco Fighters and Mercs on an LCD marquee, HD display

Ghouls'n Ghosts, Strider, Pang! 3, Mighty! Pang and Super Puzzle Fighter II Turbo on an LCD marquee, HD display

Mega Twins, Magic Sword, Willow, Nemo and Three Wonders on an LCD marquee, HD display

Dynasty Wars, Puzz Loop 2, Capcom Sports Club, Quiz & Dragons and Adventure Quiz Capcom World 2 on an LCD marquee, HD display

Quiz Tonosama no Yabou 2, Quiz Nanairo Dreams, Jyangokushi, Janpai Puzzle Choukou and Gulun.Pa! on an LCD marquee, HD display

Pnickies, Frog Feast, Pokonyan! Balloon, Magical Pumpkin and Ganbare! Marine Kun on an LCD marquee, HD display

Game File Panel HD screen
Final Fight ffight.json the yellow gauge over red, TIME in purple, =lives, the brick tenements panels on the brick slum of a big American city by day. LIFE yellow over red, the lives, the score, punches in the middle
Captain Commando captcomm.json the green gauge, xlives, the glass fronts and their neon panels on a city of the future by day, its glass fronts and their neon. The name of the hero chosen in the game, LIFE in green, the lives, the score, punches
Cadillacs and Dinosaurs dino.json the yellow gauge, =lives, the broken columns and the old car panels on a town swallowed by the jungle, smoking volcanoes far off. The name of the hero chosen in the game, LIFE yellow over red, the lives, the score, punches
The Punisher punisher.json the cyan gauge, xlives, the grenades panels on the hall of a mobster's mansion at night. LIFE in cyan, the lives, the score, the GRENADES, shots in the middle. A grenade thrown (read in the game) flies from the panel and the middle blows up
The King of Dragons kod.json the green gauge, the level L, xlives, the experience EP as score panels on a forest of huge old trees in the sun. LIFE in green, the lives, the experience as score, LEVEL, SWORD and SHIELD that go up (LEVEL UP!, SWORD UP!), slashes in the middle
Knights of the Round knights.json the red gauge, the level L, xlives, the half-timbered houses panels on a village of half-timbered houses, the castle far off. LIFE in red, the lives, the score, LEVEL that goes up, slashes
Warriors of Fate wof.json the yellow-green gauge, xlives, the palisade and its banners panels on a forest of ancient China and the palisade of a camp. LIFE yellow-green, the lives, the score, slashes
Dungeons & Dragons: Shadow over Mystara ddsom.json the green gauge, the sandstone cliffs panels on a canyon of warm sandstone, a dark castle far off. LIFE in green, the score, slashes
Dungeons & Dragons: Tower of Doom ddtod.json the green gauge, the golden hills panels on green hills in the golden light. LIFE in green, the score, the DAGGERS of player 1, slashes. A dagger thrown (read in the game) flies to the middle
Alien vs. Predator avsp.json the yellow gauge, the special gauge, xlives panels on a ruined industrial city at dusk in a green haze. The name of the hero chosen in the game, LIFE in yellow, the SPECIAL gauge, the lives, the score, shots. When the special gauge empties (read in the game) the middle blows up
Armored Warriors armwar.json the blue gauge, xlives, the steel hangar and its hazard stripes panels on the steel hangar of the war machines. The name of the machine chosen in the game, LIFE in blue, the lives, the score, shots
Battle Circuit batcir.json the yellow gauge, xlives, the stands of the arena panels on an arena of the future at night. LIFE in yellow, the lives, the score, COIN and the money read in the game, punches
Final Fight Anniversary Edition, Final Fight EX (CPS2 hacks) ffightaec2.json, ffex2u.json the panel of Final Fight the scene of Final Fight (nothing is known in their memory yet)
Tenchi wo Kurau II, CPS Changer wofch.json the panel of Warriors of Fate the scene of Warriors of Fate, with its values (MAME cheat.dat, same addresses as Warriors of Fate)
1944: The Loop Master 1944.json the score or the title, the energy gauge and the bombs, the plane that flies and fires, BOMB!, POWER UP the deep blue Pacific seen from the sky as in the game, huge battleships with their wooden decks and their wakes, an atoll now and then. Our silver twin-boom fighter against green fighters and bombers, warships below, its side fighters at its sides. A bomb spent is a salvo of missiles that clears the sky, a big WARNING announces the boss. The HUD in the spirit of the game, 1P in red and the score, POW (the energy) in yellow, and at the bottom left the bombs as B medals, the side fighters in stock in their frame with their number, the gold crystals picked up, 2P in pink. Read with MAME only, the side fighters and the crystals still to confirm in game, the WARNING and the score to find with RAM captures
19XX: The War Against Destiny 19xx.json the score or the title, the planes left and the bombs, the plane that flies and fires, the weapon picked up high in the sky over the sea and its islands as in the game, white clouds flying by faster. The plane chosen in the game (the twin-boom fighter, the canard fighter or the twin-engine one), big four-engine bombers. 1P and the score, the planes left, the round bombs at the bottom left and the name of the plane
1941: Counter Attack 1941.json the score or the title, the VITAL gauge, the plane that flies and fires, the weapon picked up a dark blue sea between two snowy rocky coasts as in the game. Our twin-boom fighter against the red-nosed fighters and the bombers, warships below. 1PLAYER and the score, the VITAL gauge in seven segments, the weapon picked up and its time
Varth: Operation Thunderstorm varth.json the score or the title, the planes left and the bombs, the plane that flies and fires, POWER UP, the weapon a military base of teal plates seen from the sky as in the game, hangars and round pads. Our jet and its two guard pods turning around it, tanks on the taxiways. SCORE and the score, the planes left, the bombs, the weapon and the missiles of the pods
U.N. Squadron unsquad.json the score or the title, the stock of the special weapon, the plane that flies and fires, BOMB! our jet over a desert canyon as in the game, mauve mesas, the towers of a refinery, tanks on the concrete, enemy helicopters. A special weapon fired blows up the screen. 1 PLAYER and the score, the special weapon read in the game and its stock at the bottom
Carrier Air Wing cawing.json the score or the title, the FUEL gauge, the plane that flies and fires, POWER UP, the weapon our big navy jet high above a whole city seen at an angle as in the game, white clouds flying by, enemy jets. 1PLAYER and the score, LEVEL and the money, WEAPON, its ammo and the FUEL gauge at the bottom
Forgotten Worlds forgottn.json the score or the title, the VITAL gauge, the soldier who flies and fires, the weapon our flying soldier and his gun module turning around him over a dead city as in the game, a huge green planet in the black sky, golden lizard warriors. The zenny picked up show, the weapon bought at the shop is named. 1P and the score, ZENNY, the VITAL gauge
Giga Wing gigawing.json the score or the title, the planes left and the bombs, the plane that flies and fires, POWER UP an old steel fortress cut by rivers of glowing lava, seen from the sky as in the game, tanks on the rails. Our jet against the gunships, a bomb spent lights the golden barrier and clears the screen. 1P and the score, the planes and the bombs, the pilot chosen, REFLECT OK. The score of player 1 and the credits are known (learned on a cabinet), player 2's planes and bombs show when he plays
Progear progear.json the score or the title, the planes left and the bombs, the plane that flies and fires, POWER UP our steam age fighter over an old European town as in the game, red roofs and a great stone aqueduct, the flying steam gunboats. P.1 and the score, the planes left and the bombs, the POWER gauge in eight steps, the plane chosen (Gambler or Militant)
Mars Matrix mmatrix.json the score or the title, the ships left, the ship that flies and fires, POWER UP a rust-red mechanical base seen from the sky as in the game, round pads, pipes and warning stripes. Our mech fighter against orange war drones. 1P and the score, the ships left, LEVEL at the right
Dimahoo dimahoo.json the score or the title, the lives and the magic bombs, the beast that flies and fires a magic sky of violet clouds seen from above as in the game, floating rocks. Our wizard on his flying beast against little dragons and big eye beasts, a magic bomb sends rings of light. PLAYER 1 and the score, the lives, the bombs as stars, the hero chosen
Eco Fighters ecofghtr.json the score or the title, the ships left, the pod that flies and fires, POWER UP, the weapon our little ecological pod and its turning gun arm over a bright sea as in the game, ochre cliffs and their waterfall, polluting robots in green shells. 1P-SCORE and the score, ARM-LV and the ships left, the weapon of the arm
Mercs mercs.json the score or the title, the energy, the time, the mega crashes, the name of the weapon picked up, MISSION COMPLETE then the next mission, our mercenary who runs and fires since 1.36, panels laid out like Metal Slug on a sandy track across the desert. ENERGY at the top, the score in big, the weapon held drawn on a card with its name (ASSAULT RIFLE, FLAMETHROWER, SHOTGUN, GRENADE LAUNCHER) and its POWER level (a pip per POW, read in the game), the MEGA CRASH bombs and the game's four weapons with the one held lit. Each enemy downed is shot from the weapon held, the big ones blow up. A mega crash blows up the whole marquee. WARNING! A BOSS IS COMING when a boss shows up (the biggest life of the game's enemy table), its bar under the logo, BOSS DESTROYED! then MISSION 1 COMPLETE!. MISSION and its number under the logo, TIME in red under 30 seconds
Ghouls'n Ghosts ghouls.json the score or the title, the lives panels on the place of the executions under the storm. The weapon the game says the knight holds (lance, dagger, torch, sword, axe) and his armour (silver, gold, ARMOUR LOST!), the lives, the score. Each point throws the weapon to the middle
Strider strider.json the score or the title, the lives one panel on the city of the first stage at night and its golden domes (the players take turns). The lives, the score, the OPTION ROBOTS, slashes of light
Pang! 3 pang3.json the score or the title, the lives panels on the painted wall of a temple in Egypt. The lives, the score. Big balloons bounce in the middle, the points read in the game burst one and it splits in two
Mighty! Pang mpang.json the score or the title, the lives, the time panels on the highest mountain of the world under the falling snow. The lives, the score, TIME, the balloons of Pang! 3
Super Puzzle Fighter II Turbo spf2t.json the two wells gem by gem, the falling and next pairs, the scores, the rounds, the chains, the attacks a violet night under a pink moon. The game's own wells face to face with VS between them, gems dropping into place, bursts breaking into pieces with the screen shaking, power gems shining as they form, counter gems flying to the other well. The fuller a well, the faster its side beats red, up to DANGER. The matches won by each of two humans (1.34)
Mega Twins mtwins.json the score or the title, the health gauge, the lives panels on the bright forest of the first stage. VITAL in blue, the lives, the score, slashes
Magic Sword: Heroic Fantasy msword.json the score or the title, the health gauge, the time panels on a floor of the tower, its grey stones and its torches. VITAL, POWER that glows when full, the KEYS, the partner read in the game, FLOOR and its number, slashes
Willow willow.json the score or the title, the health gauge one panel on the village of the first stage, its timber houses and red roofs (the players take turns). The hero read in the game, VITAL, the lives, the score, balls of magic
Nemo nemo.json the score or the title, the lives panels on the palace of the land of dreams, its pale blue arches and its moon. The lives, the score, the SPECIAL ATTACKS in big, the stars of the wand. A special attack (read in the game) flies from the panel and lights up the middle
Three Wonders 3wonders.json the score or the title, the lives panels on the forest of Midnight Wanderers, its orange cliffs and its mushrooms. The shot the game says the elf holds, the lives, the score. Each point throws it to the middle
Dynasty Wars dynwar.json the score or the title, the health gauge panels on the field of battle, its cliffs and its pines. VIT, the score, LEVEL that goes up, slashes of the halberd
Puzz Loop 2 pzloop2.json the score or the title, the balls the sky of purple clouds and the carved track of the game. A chain of coloured balls rolls toward the hole, the launcher in the middle fires a ball into it, three of a colour burst and the chain closes up. BALLS and SCORE
Capcom Sports Club csclub.json the score or the title the football match of the game in a stadium in the late afternoon, the full stands and the flags on the roof. Our own two teams pass the ball, shoot, the keeper dives. The flags of both teams at the top, as in the game
Quiz & Dragons: Capcom Quiz Game qad.json the score or the title, the lives, the question and its answers the hall of the dungeon and a red dragon of our own painted on the wall, a knight and a wizard of our own, the green panel and its four answers. The score going up gives a big circle, a life lost a big cross. The questions are our own
Adventure Quiz Capcom World 2 cworld2j.json the score or the title, the lives, the question and its answers the board of the adventure, its green lands, its blue sea and its path of squares, two little adventurers of our own, the blue panel and its four answers. The questions are our own
Quiz Tonosama no Yabou 2: Zenkoku-ban qtono2j.json the score or the title, the lives, the question and its answers the castle of a warring lord against a red sky, its flames and its war banners, a lord and a ninja of our own, the question panel and its four answers. The lives read in the game decide right or wrong. The questions are our own
Quiz Nanairo Dreams: Nijiirochou no Kiseki qndream.json the score or the title, the lives, the question and its answers a town park at dusk, its trees, its street lamps, its fountain and a pale rainbow, a girl and a boy of our own, the question panel. The questions are our own
Jyangokushi: Haoh no Saihai jyangoku.json the title, the tiles the green felt in its red lacquer frame, the tiles with blue backs, a tile drawn, a tile thrown, and now and then a hand wins with RON or TSUMO. The points on the right
Janpai Puzzle Choukou choko.json the title, the tiles and the golden line the tiles laid on the red silk in its golden frame. Two equal tiles leave when a line with two turns at most joins them, the golden line shows the way, the tiles are shuffled when no pair is left. PAIRS
Gulun.Pa! gulunpa.json the score or the title, two wells of blobs the starry purple sky and its planets, two wells between golden pillars. Pairs of round little creatures of our own fall and pop four by four, the chains shine. NEXT beside each well, 1P and 2P in the middle
Pnickies pnickj.json the score or the title, the well, the angel and the imp the pastel sky between heaven and the underworld, an angel of our own on the left and a little imp on the right, the well in its pink frame. The pairs fall and pop four by four. NEXT and the score beside the well
Frog Feast cps1frog.json the title, the pond, the frogs and the flies the blue pond between two tall pines and its two lily pads. Two frogs of our own leap from their bank to their pad and catch the flies with their tongue. Each one's score on its wooden post, TIME in the middle, TIME UP at the end
Pokonyan! Balloon pokonyan.json the title, the balloon and the rising balloons the savanna seen from the sky scrolls below, zebras and giraffes walk, our hot-air balloon and its little explorer drift above. The balloons of all colours rise and pop when the basket touches them
Magical Pumpkin: Puroland de Daibouken mpumpkin.json the title, the town and the pumpkin carriage a fairy-tale town of round pastel houses and its pink castle scroll by, our pumpkin carriage rolls on the candy road by the river and picks up the stars that float ahead
Ganbare! Marine Kun ganbare.json the title, the sea, the fish and the sight the open sea between its rocky stacks, the fish that leap out of the water. The red sight follows them, locks on and hits, the medals add up at the bottom

Cave games

Every Cave game of FinalBurn Neo is recognized, with MAME as with RetroArch. That makes 37 games and their 158 sets. The games of the Cave board with its 68000 (DonPachi, DoDonPachi, ESP Ra.De., Dangun Feveron, Guwange, Puzzle Uo Poko), the games Cave made for the IGS PGM (DoDonPachi Dai-Ou-Jou, Ketsui, Espgaluda, and DoDonPachi II that IGS made under Cave's licence), the games of Cave's own CV1000 board with its SH-3 (Mushihime-sama, Espgaluda II, Ibara, Pink Sweets, Muchi Muchi Pork!, Deathsmiles, DoDonPachi Dai-Fukkatsu, SaiDaiOuJou, Akai Katana...), and the games other companies made on the Cave board (Power Instinct 2, Sailor Moon, Air Gallet, Hotdog Storm, Mazinger Z...). A version, a bootleg or a hack takes the file of its original game. Progear, made by Cave for Capcom's CPS2, is with the Capcom games. The files are made by tools/cave_games.py from the list and the cheat database of FinalBurn Neo, completed by MAME's (the cheat collection of mamecheat.co.uk), which knows more for many games.

DoDonPachi on an LCD marquee, HD display, KAKOU, the boss of stage 3, and its life

  • What is read. The credits, the lives, the bombs and in DoDonPachi and Dai-Ou-Jou their slots (three at the start, one more for each ship lost, six at most), the shot level, the combo gauge that drains, the ship chosen (TYPE-A, TYPE-B, TYPE-C), the stage or the round, the hero of Guwange and his energy, the multiplier of ESP Ra.De., the spirit stones of Espgaluda, the energy of Deathsmiles, the loop of DonPachi and DoDonPachi (cheat databases of FinalBurn Neo and MAME). The fighting games read the health of each player and the timer, the beat'em ups the health and the lives.
  • What to learn. The score and the hit counter are not in the cheat databases. Learn them with learn.bat (Learning the score, below), score= and score2=, hits= for the number of the HIT counter, stage= for the stage. DoDonPachi's are already learned on a cabinet, the score of each player with the continues used as its last digit as the game shows it, the hit counter of each player, the credits. The CV1000 games read their credits, lives and bombs from MAME's cheats, their score is still to learn. RetroAchievements gives the score of DonPachi, ESP Ra.De., Dangun Feveron (the sum of its stages), Puzzle Uo Poko, Gaia Crusaders, Power Instinct 2, Gogetsuji Legends, Sailor Moon, Ketsui, Akai Katana, Deathsmiles and its MegaBlack Label, and Puzzle! Mushihime-Tama, to be checked in game.
  • Versions. A version whose own cheats put its values elsewhere reads them there, each value where the same cheat of that version writes (Dai-Ou-Jou V100 and its Black Label, Guwange Special, the first versions of DoDonPachi II), in the "per_game" section of the file. A value its cheats do not give is left to learn rather than read at a wrong place. The world version of Dai-Ou-Jou (DoDonPachi III) has its own cheats in MAME, its credits, lives and bombs are read there and its shot level and combo gauge are left to learn.
  • RetroArch. FinalBurn Neo core. The 64 KB of the 68000's work RAM of the Cave board, from 0x100000 (0x200000 in Guwange, 0x300000 in Hotdog Storm and Koro Koro Quest, 0x340000 in Crusher Makochan, 0x400000 in Power Instinct 2 and Gogetsuji Legends), the 128 KB of the PGM from 0x800000, and the CV1000's RAM from 0xC000000, as far as the values of the game go (2 MB for most of them, up to 6 MB for Muchi Muchi Pork! and Dai-Fukkatsu). The bytes are swapped in 16-bit words, and ArcadeDMD puts them back in order. Metamoqester keeps its values out of this RAM and is read with MAME only.
  • Credits and who plays. Like the Capcom games. A game whose credits are not read counts them from the coin buttons (coin_buttons.bat). Once the score is read, player 1 plays while it moves, and the coin screen comes back 10 seconds after it stops. Until then the game stays on its game scene. DoDonPachi says it itself, its game state gives player 1 alone, player 2 alone, both, a continue or the ship select, and each player's ships tell who came in (1.31).
  • DoDonPachi on the HD screen. Seen from the sky like the other vertical shoot'em ups, the ship flies to the right over the stage and the enemies answer the way Cave's games do. Rings and spirals of pink and blue bullets from the gunships, fans of needles from the helicopters, aimed bullets from the little fighters, big slow orbs from the tanks on the roads. The three ships are read in the game, the red fighter of the focused stream, the helicopter whose guns follow its turns and whose pods turn around it, the blue fighter of the spread, in other colours for player 2. Each one fires its laser when the fire is held, a thick blue beam that bites the enemy in front. An enemy blows up each time the game counts one destroyed, told by its hit counter that climbs, three at most at once, and its points rise where it was (+330). A burst of hits, the laser on a big one, makes it spark, and every 50 hits the chain glows. The points that come without a hit (a medal, a boss, the bonus of the stage) blow up an enemy or count as a bonus, and a big gain (a boss, a big machine) turns all its bullets into gold stars that fly to the ship. A bomb turns the screen white and shakes it hard, three rings sweep it from the ship, five waves of blasts burn everything in front and every bullet is wiped away. A ship lost blows up, the bullets vanish for a moment and the new bomb slot it gives glints. A P item taken shows POWER UP over the ship with the level reached under it, POWER MAX at the top. At the WARNING of the game itself (in the Japanese and Arrange versions a few seconds before the stage stops scrolling where its boss comes), WARNING and the red alarm, then its name (SUZAKU, SENKOU, KAKOU, RAIKOU, RANKOU, RYUUKOU, HIBACHI), and its boss comes in to the middle, firing thick rings, twin spirals and fans, a machine of our own for each stage in the dominant colour of the game's (a green flying wing, a huge khaki tank, a great sand-coloured saucer, a purple gunship, a light blue flying battleship, a deep blue hexagonal fortress, a golden crescent for the last one). Its name stays over a long gauge of its life, read in the game (a signed 32-bit number learned on a cabinet), which glows at each blow, and it blows up when its life reaches 0, as in the game, or at the latest with the results of the stage, blasts all over it. The information in big, the action going on behind under a dark veil as an animated background. Each player has a glass panel with its score as big as it fits, the ships left (2 at the start, as the game shows them) and the level of the shot (POWER and a case per level, MAX at the top), the hit counter with its gauge that drains and the best chain, the bombs with the empty slots still to come and MAX when they are all full, the ship chosen. Between the panels the stage, or the boss and its life, the credits at the bottom in the middle as in Metal Slug, the coin with the symbol of config.json in its gold-edged pill, a coin falling onto it for each credit put in and +1 CRÉDIT rising. Its six stages after the maps of the game's, the dark forest crossed by giant branches, the base on a red planet then its craters, the blue rocky peaks, the base and its highway then the ruined city, the great grey machine and its green channels, the orange and purple hive and its honeycomb grates, a new stage changing the backdrop under a STAGE banner. The second loop is announced, and its stages recall it under their banner. Everything is drawn by the program, no ship, character or emblem of the game is drawn.
  • The other Cave games on the HD screen. Each one has its own scene, built on DoDonPachi's. DonPachi with thinner bullets, Dai-Ou-Jou with the thickest rain of the series, Dai-Fukkatsu and SaiDaiOuJou in brighter colours, DoDonPachi II over the sea. Young psychics of our own over the Tokyo of the future by night (ESP Ra.De., its multiplier beside the gauge). A wanderer of old Japan who walks the village at dusk while his guardian spirit flies around him (Guwange, the hero and his energy read in the game). A night of fever on a floor of neon (Dangun Feveron, the fighter and the round read in the game). Two attack helicopters and their lock-on over the city (Ketsui). Winged heroes and the awakening that slows the bullets down, turns them gold and the screen violet when the spirit stones drain (Espgaluda, Espgaluda II). A great horned beetle over the forest of the insects (Mushihime-sama and its sequels). Fighters high in the sky (Ibara, Pink Sweets), flying pigs (Muchi Muchi Pork!), a gothic flyer over the graveyards seen from the side (Deathsmiles), fighters of the age of steam seen from the side (Akai Katana). Hotdog Storm, Mazinger Z (its energy) and Air Gallet with our jet fighters, Uo Poko and Mushihime-Tama with the bubbles of the puzzle games. The fighting games get the fight scene, Sailor Moon, Gaia Crusaders and Thunder Heroes the player panels of the beat'em ups.
  • On the panel. The Cave shoot'em ups have a panel of their own in the spirit of DoDonPachi. Pink and blue bullets drift by, 1P and the score at the top with the ships left (the title until the score is learned), the hit counter in the middle (the ship chosen when there is no chain), the bombs and their empty slots at the bottom with MAX when they are full, and the combo gauge that drains. When a boss comes (DoDonPachi), WARNING! then its name, and during the fight its life in a thin bar above the bombs.
  • demo_cave.bat shows them without playing. Pick the game in the list, or give it directly, demo_cave.bat ddonpach for example.
Game Board File Sets Read (cheat database) HD scene
Air Gallet Cave agallet.json 12 credits, lives, bombs, shot level its own
Akai Katana CV1000 akatana.json 1 score (RetroAchievements) its own
Bishoujo Senshi Sailor Moon Cave sailormn.json 34 credits, lives, health, timer, score (RetroAchievements) panels
Crusher Makochan Cave crusherm.json 1 to learn -
Deathsmiles CV1000 deathsml.json 1 credits, energy, score (RetroAchievements) its own
Deathsmiles MegaBlack Label CV1000 dsmbl.json 1 credits, energy, score (RetroAchievements) its own
DoDonPachi Cave ddonpach.json 3 credits, score, hit counter (learned on a cabinet), lives, bombs, bomb slots, shot level, combo gauge, ship, stage, loop, the boss of each stage and its life its own
DoDonPachi Dai-Fukkatsu Black Label CV1000 dfkbl.json 1 credits, lives, bombs its own
DoDonPachi Dai-Fukkatsu Ver 1.5 CV1000 ddpdfk.json 2 credits, lives, bombs its own
DoDonPachi Dai-Ou-Jou PGM ddp3.json 9 credits, lives, bombs, bomb slots, shot level, combo gauge its own
DoDonPachi II - Bee Storm PGM ddp2.json 18 credits, lives, bombs, shot level, combo gauge, stage its own
DoDonPachi SaiDaiOuJou CV1000 ddpsdoj.json 2 to learn its own
DonPachi Cave donpachi.json 5 credits, lives, bombs, shot level, combo gauge, area, loop, score (RetroAchievements) its own
ESP Ra.De. - A.D.2018 Tokyo Cave esprade.json 3 credits, lives, bombs, shot level, multiplier, score and stage (RetroAchievements) its own
Espgaluda PGM espgal.json 2 credits, lives, shot level, spirit stones its own
Espgaluda II CV1000 espgal2.json 3 credits, lives, bombs its own
Fever SOS Cave feversos.json 2 credits, lives, bombs, shot level, ship, round, score (RetroAchievements) its own
Gaia Crusaders Cave gaia.json 1 credits, lives, stage, health, timer, score (RetroAchievements) panels
Gogetsuji Legends Cave plegends.json 3 credits, shot level, health, timer, score (RetroAchievements) fight
Guwange Cave guwange.json 2 credits, bombs, shot level, combo gauge, energy, hero its own
Hotdog Storm - The First Supersonics Cave hotdogst.json 1 credits, lives, bombs, shot level its own
Ibara CV1000 ibara.json 2 credits, lives, bombs its own
Ibara Kuro Black Label CV1000 ibarablk.json 2 credits, lives, bombs its own
Ketsui: Kizuna Jigoku Tachi PGM ket.json 16 credits, lives, bombs, shot level, combo gauge, score (RetroAchievements) its own
Koro Koro Quest Cave korokoro.json 1 credits, round -
Mazinger Z Cave mazinger.json 2 credits, bombs, shot level, energy its own
Metamoqester Cave metmqstr.json 2 MAME only fight
Muchi Muchi Pork! CV1000 mmpork.json 1 credits, lives, bombs its own
Mushihime-Sama CV1000 mushisam.json 3 credits, lives, bombs its own
Mushihime-Sama Futari Black Label - Another Ver CV1000 futaribl.json 2 credits, lives, bombs its own
Mushihime-Sama Futari Ver 1.5 CV1000 futari15.json 3 credits, lives, bombs its own
Mushihime-Sama Matsuri Ver 1.5 CV1000 matsuri15.json 1 to learn its own
Pink Sweets: Ibara Sorekara CV1000 pinkswts.json 5 credits, lives its own
Power Instinct 2 Cave pwrinst2.json 5 credits, health, timer, score (RetroAchievements) fight
Puzzle Uo Poko Cave uopoko.json 2 credits, stage, bubble, score (RetroAchievements) its own
Puzzle! Mushihime-Tama CV1000 mushitam.json 2 credits, lives, score its own
Thunder Heroes Cave theroes.json 2 credits, lives, stage, health, timer panels

The addresses come from the cheat databases of FinalBurn Neo and MAME and still have to be confirmed in game (test_retroarch.bat shows them). DoDonPachi's were checked on a cabinet.

Clone this wiki locally