First, download all your song files that you want to be in your mix. (If a song you like is on somebody else's mix, you can always get a copy of that mix: exchanging songs is a lot easier now.)
This is a lot easier than it used to be: thanks Capcom! The Collection simply uses OGG files, which some modern tools support. We will use
Audacity (just Audacity, not Muse: use the "Download without Muse Hub" link) because it is free and easy to work with.
Note that Dakota put together a
visual guide to custom MvC2 music here you can follow instead. You can also follow the general logic of Lie-Fi's
guide for replacing Megaman Collection music: the only meaningful difference is destination filenames. And there's videos on this process
here and
here if that's more helpful.
WARNING: if you use really hot songs on your mix YouTube or Twitch may mute or block your videos entirely (DMCA strikes, that kind of thing). This keeps happening. Please don't accidentally screw up somebody's tournament or cause us to lose history.
Note that this step is only applicable to MvC2, and not other Capcom games.
Here is the list of the songs you can replace for your Custom MVC2. You will see these files in the "MARVEL vs. CAPCOM Fighting Collection\nativeDX11x64\sound\bgm\mvc2\wav" folder. (Veterans will note that these are the same names as the Dreamcast files, simply without the "ADX_" prefix.)
Name | Where it's used
|
---|
SELC.sngw | Select screen
|
S000.sngw | The Pirate Ship Stage
|
S010.sngw | Desert
|
S020.sngw | Inside the factory
|
S030.sngw | Carnival Stage
|
S040.sngw | Bridge stage
|
S050.sngw | Blue Underground Cave
|
S060.sngw | Clock Tower
|
S070.sngw | Ice Boat Stage
|
S080.sngw | Abyss 1
|
S090.sngw | Abyss 2
|
S0A0.sngw | Abyss 3
|
S0B0.sngw | Training
|
CAPL.sngw | Capcom logo during boot
|
CONT.sngw | Continue music
|
HERE.sngw | Here comes a new challenger
|
MENU.sngw | Menu
|
NETW.sngw | Networking (Japan PS2 only, unused for Steam)
|
OPEN.sngw | Intro music to the Characters
|
OVER.sngw | Game Over
|
RANK.sngw | Ranking screen
|
STAF.sngw | Credits Screen
|
MENU.sngw | Menu Screen
|
WINS.sngw | Music after you beat a stage
|
Each game in the collection is run inside Capcom's MT emulator host. As such, when you are not directly playing MvC2, you will often be hearing songs for that host. Those songs are also SNGW (special OGG) files located at "...\MARVEL vs. CAPCOM Fighting Collection\nativeDX11x64\sound\bgm\sys\wav". There's a
video guide on muting them here. The filenames are:
Name | Where it's used |
cyt_ending.sngw | Ending |
cyt_gallery.sngw | Gallery |
cyt_result.sngw | Results menus |
cyt_select.sngw | Select screens / general menus |
cyt_title.sngw | Main title |
While you can change those to anything you want, Sigma helpfully put together
this zip: that replaces the above five files with their counterparts from MvC2. Just copy them to "nativeDX11x64\sound\bgm\sys\wav" on top of the normal files and then you're good to go.
First, we need to convert to OGG. There are a ton of options in this space. Again, I am using
Audacity for this write-up. Feel free to use anything, just understand the basic logic described here. (If you're starting from an
extracted Dreamcast mix and reallllly want to use those ADX files, you can use
AFS2WAV to convert those to WAV.)
- Open your song in Audacity.
- Underneath the waveform data visualizer, you will see the Tempo input box, the Time Signature input box, a Snap button, a listbox reading "Seconds", a clock readout, and two readouts for Selection.
- Click on the Selection readout arrow. Select "Samples" from the display options.
- Use CTRL+A to select the entire song. Write down the bottom readout: that's the final sample used for your file.
- Go to Edit : Metadata Editor. (Note that other tags are ignored by the game: we only care about the Ver, LoopStart, and LoopEnd values.) Note that the names for the tags are sometimes case-sensitive, so use them as written and not "LoOpStArT" or anything cute.
- Add a new Tag named "Ver". Set the value to "0002". If you do not do this the game will not play your song.
- Add a new Tag named "LoopStart". Set the value to "0". This field is numerical: if you want to be fancy and create a non-0 loop point, you can do that - but make sure to only put numbers in this value field.
- Add a new Tag named "LoopEnd". Set the value to the number you wrote down for the final sample used in the file. Note that this is a number. Do not put commas in this number or it won't work. Just put all the numbers for the end sample. The lead "0" as in "0212" is fine but irrelevant to include. Remember that if you only have part of the file selected, the sample end value shown in Audacity will be for that chunk which may or may not be the end of the file. So make sure you have the right segment (or the entire file) selected. (Note that there may be a maximum value for LoopEnd: if you set LoopEnd to a value higher than that, the song would not loop. If you do hit this, use a shorter song. But I can loop the song "Paid in Full: Seven Minutes of Madness", so LoopEnd works for at least 19107840 samples (over 0xFFFFFF).
- Double-check your work now: your metadata should look kinda like this.
- Now go to File : Export Audio.
- Select "Ogg Vorbis Files" in the Format selection box.
- Select 48000 Hz in the Sample Rate selection box.
- Set the File Name to be the SNGW filename that you want to replace. Note that Audacity will force the filename to be .ogg, so don't worry about the extension yet.
Copy your custom SNGWs to your mix
Go to your "MARVEL vs. CAPCOM Fighting Collection\nativeDX11x64\sound\bgm\mvc2\wav" folder. Make sure file extensions are visible in Windows Explorer so that you can see the actual file extension for these files and all other files. In Windows 10 that's under the View options as the "File name extensions" checkbox. In Windows 11, it's "Hide file extensions for known file types". That lets you see what file extension the files are. The Collection is expecting SNGW files to have the file extension
.sngw, not .ogg. So please change their file extension to .sngw so that the game can read them.
Now just copy and paste your ".sngw" song files into your WAV directory and you're done with this step!
NOTE: By copying and pasting your SNGWs into the WAV directory as opposed to just moving them, that means you still have that source of SNGWs around. If the game is patched or reinstalled in such a fashion as to overwrite your songs, you will be able to quickly restore your custom music.
If you have changed character colors or made any other non-music modifications, you will now want to
copy the data to Steam so that your changes show up. If you are only updating the music, you are now done and ready to play.