We had some feedback that some of our written rules had gotten a little out of control and after taking another look at them, I quite agree. I've revised everything we had so it's easier to digest, hope this helps you all!
If anyone has more suggestions for us please don't hesitate to leave us your thoughts either here or on our community discord. Happy running!
I bought this game for Capcom Arcade 2nd Stadium for $1.37. You don't have that listed as a platform. I believe you could just rename Arcade/PS2 to include it since it is the arcade game with emulated coin insertion. Can boot in either the English or Japanese (Pocket Fighter).
Here are the default settings for both. Difficulty is from 1 to 8 and Attack Power from 1 to 3. No 0 difficulty level as seen in Capcom Fighting Collection. I presume Attack Power 2 is the same as 2 JP / Normal INT in the rules. I also presume no one runs the PS2 version due to disc lag but I don't own it so no matter.

Can there also be an update for permitted emulators? Not asking for existing runs to be touched.
I like the rules from Tekken 1 I quoted in part below. Namely, banning ePSXe due to inaccuracy and its plugin system which aged badly. I don't use RetroArch for what they did to byuu/Near but I'm not requesting you go that far.
For the quick answer on "why did we drop ePSXe?"
That emulator for PC has not been updated in 4 years and despite being the "most accurate emulator"^ it relies on plugins compared to the other four options.
^Due to being closed source, it was able to get away with faking the scores on the PS1 Test Suite. Games that are tested to what ePSXe states it "passed" has outright failed.
For the quick answer on "why did we drop RetroArch?"
Besides the core that was chosen not actually being kept up to date to the upstream version (mednafen), the authors behind LibRetro have committed a lot of fowl play that it's not worth supporting outright an emulation development team who harass other developers and create false narrative why "they're in the right" (they're not).
Competitive games have very finely detailed lists of DuckStation (PS1) settings so as not to give it a time advantage over real console or other emulators. Since this game is less competitive and the attitude is relaxed, I think the DuckStation requirements should be:
DuckStation 0.1-6280 or newer (matching Tekken series and Crash Bandicoot min version)
Settings -> Console
- Enable Clock Speed Control: Unchecked
- Async Readahead: 8 sectors (53KB/16ms) - or less/Disabled
- Read Speedup: None (Double Speed)
- Seek Speedup: None (Normal Speed)
Settings -> Emulation
- Runahead: Disabled
All these settings are the default values and you already require Runahead to be shown as Disabled for RetroArch.
Capcom arcade stadium is using MAME directly so it is allowed for arcade runs. I think it's possible to update the list of emulators as well, but we need a little time to coordinate about duckstation. Thanks for raising concerns.
Newer Updates about Capcom Arcade Stadium Version since as recently brought to all of our attention that CAS actually has Exclusive Speed Modes, Fast Forward & Rewind Toggles, an Invincibility Mode DLC, and Exclusive Challenge Modes for CAS, it's been decided for Super Gem Fighter: Mini Mix to have it's own Capcom Arcade 2nd Stadium Board here.
Also due to these Unique Features, The CAS Version of The Game is barred from The General Any% Character Individual Levels because of how CAS handles Speed Settings.
There might be a New Sub-Category for CAS, specifically in The Character ILs, at a later date once it's been decided what to do with Previous Runs submitted for them using CAS.
As for Other Street Fighter & SF Adjacent Games found within CAS and how Runs for those Boards might handle CAS Runs in the future, it is still being determined if any further actions or changes will have to be made for them and will be done in a case by case basis if needed.
















