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Bomberman World Recompiled
PORTSNATIVE

Bomberman World Recompiled

NATIVE PORTACTION / ADVENTUREWINDOWSBETA

Bomberman World Recompiled

Bomberman World

OriginPlayStation

TechnologyStatic recompilation (native C/C++)

Available forWindows

View official project

About the project

Bomberman World es un videojuego de acción y laberintos lanzado en 1998 por Hudson Soft para la PlayStation. Es parte de la serie Bomberman. El juego también ha sido relanzado para PC en 2002 junto con la versión de Bomberman de TurboGrafx-16 y Bomberman '93 como parte de un disco recopilatorio titulado Bomberman Collection.

Official project information

Author's original READMEOpen on GitHub ↗

Bomberman World Recompiled

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

Static recompilation of Bomberman World built on psxrecomp and recomp-ui.

Bomber worlds. To complete the areas, you must control Bomberman and set bombs to destroy enemies and obstacles that will lead to the exit. To be able to complete each level, the player must locate and pick up all of the Crystals on the map. Once this is complete, the door to the exit will open, and the player is allowed to move on to the next area. In the fourth area of each world, the player will have to defeat a Dark Force Bomber, and an extra boss that is themed after the type of world the setting is in. Once you defeat a Dark Force Bomber, the player is given a unique battle armor to wear for the next boss battle, which has a normal attack and a special attack. The battle armor is only used for the boss battles, meaning once the player advances to the next world, the battle armor will be lost. As such, it is recommended that players take full advantage of the armor.

Players5
RegionUSA
PublisherHudson Soft
Year1998

Scaffolded with the New Project Layout. See psxrecomp/docs/GAME_PROJECT_SETUP.md for the full flow.

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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.

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Legal

You must own the original game. Disc images under disc/ are gitignored and must never be committed. Retail BIOS dumps are not redistributed; OpenBIOS is used for Generate unless you supply your own SCPH locally.

Optional box art under launcher_assets/img/ may come from libretro-thumbnails (Named_Boxarts); see BOXART_SOURCE.txt when present.

Quick start (dev)

git submodule update --init --recursive
./psxrecomp/tools/ci/build_emitters.sh
python3 psxrecomp/psxrecomp_cli.py generate \
  --config game.toml --project-root . --disc disc/<your>.cue
cmake -S . -B build-release -G Ninja -DCMAKE_BUILD_TYPE=Release
cmake --build build-release --target psx-runtime

Zip prefix for CI artifacts: bombermanworld.

Symbols

Progressive map: symbols.toml → python3 tools/sync_symbols.py → psx_symbols.h (PSX_FN_*). See psxrecomp/docs/SYMBOLS.md.

Framework pins

Submodule gitlinks (psxrecomp, optional recomp-ui, nested recomp-net) are authoritative. framework_pins.txt is an optional scaffold snapshot; release CI logs SHAs with record_pins.sh but builds whatever the gitlinks resolve to. Bump submodules deliberately — do not float on main/master in release CI.

<!-- 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
CALIFICACIÓN
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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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