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Bomberman Party Edition Recompiled
PORTSNATIVE

Bomberman Party Edition Recompiled

NATIVE PORTACTION / ADVENTUREWINDOWSBETA

Bomberman Party Edition Recompiled

Bomberman Party Edition

OriginPlayStation

TechnologyStatic recompilation (native C/C++)

Available forWindows

View official project

About the project

Bomberman Party Edition, conocido simplemente como Bomberman en Japón y Europa, es una versión para PlayStation del juego Bomberman de 1983. Además de ofrecer gráficos clásicos en el modo de un jugador, añade la opción de gráficos mejorados. El juego fue lanzado en PlayStation Network como un PSone Classic el 28 de mayo de 2008 en Japón y el 10 de diciembre de 2009 en Norteamérica.

Official project information

Author's original READMEOpen on GitHub ↗

BombermanPartyEditionRecomp

<!-- retcomm-readme-metrics -->

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="BombermanPartyEdition box art" width="280"> </p> <!-- /retcomm-readme-boxart -->

Bomberman Party Edition (USA, SLUS-01189) — game project for PSXRecomp.

Holds game config, seeds, and build glue. CI ships a setup host (no game generated/ in the zip); users generate locally from a legal disc. Disc images and BIOS stay local and gitignored.

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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.

<!-- /retcomm-readme-launcher -->

Layout

PathRole
game.tomlGame / recompiler / runtime config
seeds/Function-start seeds for psxrecomp-game
bpe/Local disc .bin/.cue, SLUS_011.89, SYSTEM.CNF (gitignored)
psxrecomp/Framework submodule (mstan/psxrecomp)
recomp-ui/Launcher UI submodule
generated/Local recompiler output (created by Generate & rebuild; not required for CI setup host)
VERSIONRelease / lobby match pin (e.g. 0.1.1)
DISC.mdDisc identity + hashes
docs/automatch_rulesets.bpe.tomlLobby-server automatch ruleset for this title (deployment data; see recomp-net-server docs/AUTOMATCH.md)
psxrecomp/tools/prepare_disc.pyFramework disc normalize (config from game.toml)
tools/prepare_disc.pyThin wrapper → framework tool

Framework-wide guide for this layout, the shared CI template, and the setup-host release checklist: psxrecomp/docs/GAME_PROJECT_SETUP.md.

Disc

Preferred: Redump USA .bin/.cue (see DISC.md). Also accepts cooked 2048-byte .iso files common in RomM-style libraries — the script rebuilds a MODE2/2352 working image under bpe/. Digests and output names live in game.toml [prepare_disc].

python3 psxrecomp/tools/prepare_disc.py --config game.toml \
  "/path/to/Bomberman - Party Edition (USA).bin"
python3 tools/prepare_disc.py "/path/to/Bomberman Party Edition.iso"

On success it prints RESULT_CUE=… for the first-run wizard / host glue.

Bring-up (next steps)

  1. Place SCPH1001.BIN under psxrecomp/bios/ (or point the runtime at your BIOS).
  2. Prepare the disc (tools/prepare_disc.py) and seed the boot EXE entry.
  3. Build the framework recompiler, then generate game C:
./psxrecomp/recompiler/build/psxrecomp-game --config game.toml
  1. Configure and build the runtime (prefer Release for playtesting):
cmake -S . -B build-release -G Ninja -DCMAKE_BUILD_TYPE=Release
cmake --build build-release --target psx-runtime -j"$(nproc)"

./build-release/Bomberman_Party_Edition_Recompiled \
  --game game.toml \
  --disc "bpe/Bomberman Party Edition.cue"

For debugging (port 4530), use -DCMAKE_BUILD_TYPE=RelWithDebInfo.

Linux netplay release (ICE)

One-shot configure + Release build with MotK online ICE, then zip (no BIOS/disc):

bash scripts/build_linux_netplay.sh
# → build-linux-netplay/Bomberman_Party_Edition_Recompiled
# → dist/bpe-<VERSION>-linux-netplay.zip

Build only: bash scripts/build_linux_netplay.sh --no-package
Repack an existing build: bash scripts/package_release.sh build-linux-netplay linux-netplay

Windows MinGW release from Linux (ICE)

Cross-compile with MinGW-w64, statically link SDL2 + libgcc when possible, zip with launcher assets and any remaining DLLs:

# Arch / CachyOS:
#   pacman -S --needed mingw-w64-gcc mingw-w64-sdl2 cmake ninja zip

bash scripts/build_windows_mingw.sh
# → build-mingw-netplay/Bomberman_Party_Edition_Recompiled.exe
# → dist/bpe-<VERSION>-windows-x64-mingw.zip

Build only: bash scripts/build_windows_mingw.sh --no-package
Dynamic SDL2/libgcc (bundle DLLs): bash scripts/build_windows_mingw.sh --dynamic
Repack: bash scripts/package_release.sh build-mingw-netplay windows-x64-mingw

Setup host / local generate / rebuild

Configure without game/BIOS generated/ (or -DPSXRECOMP_FORCE_SETUP_HOST=ON) to build a setup host with the Generate & rebuild UI and no linked BIOS backends. First-run generate emits OpenBIOS (+ optional SCPH1001) and game C locally, then rebuild links them.

Release zips use scripts/package_setup_release.sh and embed psxrecomp-game + psxrecomp-bios (plus the CLI) inside psxrecomp/, but not a portable toolchain/. Retro / the wizard download cmake-clang-v1 from retcomm-toolchains, or accept an offline zip / RETCOMM_TOOLCHAIN_DIR. CI has no BIOS dump / private-asset dependency.

When sources are missing (or BPE_FORCE_SETUP=1), the launcher offers Generate & rebuild via psxrecomp/psxrecomp_cli.py (see psxrecomp/docs/LOCAL_CODEGEN_SDK.md). BPE ships with [pgo] enabled = false — plain Release is enough; setup does not run a PGO train.

# Headless generate + rebuild:
python3 psxrecomp/psxrecomp_cli.py generate --config game.toml \
  --disc "/path/to/Bomberman - Party Edition (USA).bin"
python3 psxrecomp/psxrecomp_cli.py rebuild --config game.toml \
  --build-dir build-release --exe-basename Bomberman_Party_Edition_Recompiled

Optional local PGO (not used by BPE setup): set [pgo] enabled = true or run scripts/pgo_bpe_intro.sh.

CI / release packages

GitHub Actions workflow: .github/workflows/release.yml

ArtifactRunner
linux-x64ubuntu-24.04
windows-x64windows-2022 (MSYS2 MinGW64)
macos-arm64macos-15
macos-x64macos-15-intel (older Intel Macs)
  • Manual: Actions → Release builds → Run workflow — enter version (e.g. 0.1.2); with publish enabled, CI tags vX.Y.Z and creates the GitHub Release
  • Or push tag vX.Y.Z: same build + publish for that version
  • Packages use the chosen version (lobby pin + bpe-<ver>-*.zip), not a fixed repo VERSION file — never BIOS/disc
  • CI builds the exact committed psxrecomp, game-root recomp-ui, and nested recomp-net gitlink pins
  • Local pack: BPE_RELEASE_VERSION=0.1.2 scripts/package_setup_release.sh …

Clone with submodules:

git clone --recurse-submodules https://github.com/TechnicallyComputers/BombermanPartyEditionRecomp.git

5-player / netplay

This title opts into five pads at compile time:

psxrecomp_add_runtime_target(psx-runtime
    ...
    MAX_PLAYERS 5
)

That bakes PSX_MAX_PLAYERS=5. game.toml keeps players = 5 for lobby max_slots and launcher controller cards. Games that omit MAX_PLAYERS stay at the framework default of 2 (MotK).

Multitap (SCPH-1070) arms offline when players >= 3 after game entry, and for netplay when slot_count >= 3. Default tap is console Port 1; set [controller] multitap_port = 2 for titles that need the tap on Port 2 (Bomberman Party Edition). Bulk polls follow the real TAP/REQ latch.

Pads are digital-only (default_mode = "digital", lock_mode = true); DualShock / multitap_analog are not supported for this title.

Framework pin

Both framework submodules track mstan master:

SubmoduleRepoBranch
psxrecomp/mstan/psxrecompmaster
recomp-ui/mstan/recomp-uimaster

psxrecomp vendors lib/recomp-net only (nested gitlink). The Dear ImGui launcher is the repo-root recomp-ui submodule. Lobby server counterpart: recomp-net-server.

Status

Generated game C + Release/MAX_PLAYERS 5 runtime build. LLE boot reaches the SCEA license screen; title/menu bring-up continues — see ISSUES.md.

<!-- retcomm-readme-raid -->
<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 -->
Read official guide
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PROJECT FILE

Project type
NATIVE PORT
Genre
Action / Adventure
Status
beta
Original platform
PlayStation
Technology
Static recompilation (native C/C++)
Version
—
Updated
—

Target platforms 1

Windows
View on GitHub
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