Bomberman Party Edition Recompiled
Bomberman Party Edition
OriginPlayStation
TechnologyStatic recompilation (native C/C++)
Available forWindows
View official projectAbout 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
BombermanPartyEditionRecomp
<!-- retcomm-readme-metrics --> <!-- /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.
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
| Path | Role |
|---|---|
game.toml | Game / 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) |
VERSION | Release / lobby match pin (e.g. 0.1.1) |
DISC.md | Disc identity + hashes |
docs/automatch_rulesets.bpe.toml | Lobby-server automatch ruleset for this title (deployment data; see recomp-net-server docs/AUTOMATCH.md) |
psxrecomp/tools/prepare_disc.py | Framework disc normalize (config from game.toml) |
tools/prepare_disc.py | Thin 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)
- Place
SCPH1001.BINunderpsxrecomp/bios/(or point the runtime at your BIOS). - Prepare the disc (
tools/prepare_disc.py) and seed the boot EXE entry. - Build the framework recompiler, then generate game C:
./psxrecomp/recompiler/build/psxrecomp-game --config game.toml
- 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
| Artifact | Runner |
|---|---|
linux-x64 | ubuntu-24.04 |
windows-x64 | windows-2022 (MSYS2 MinGW64) |
macos-arm64 | macos-15 |
macos-x64 | macos-15-intel (older Intel Macs) |
- Manual: Actions → Release builds → Run workflow — enter version
(e.g.
0.1.2); with publish enabled, CI tagsvX.Y.Zand 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 repoVERSIONfile — 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:
| Submodule | Repo | Branch |
|---|---|---|
psxrecomp/ | mstan/psxrecomp | master |
recomp-ui/ | mstan/recomp-ui | master |
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.
<p align="center"> <sub><b>R.A.I.D. — Retro AI Development</b> · a Discord for AI-assisted retro reverse-engineering, decomp & 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 -->
