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Street Fighter EX2 Plus Recompiled
PORTSNATIVE

Street Fighter EX2 Plus Recompiled

NATIVE PORTFIGHTING / COMBATWINDOWSBETA

Street Fighter EX2 Plus Recompiled

Street Fighter EX2 Plus

OriginPlayStation

TechnologyStatic recompilation (native C/C++)

Available forWindows

View official project

About the project

Street Fighter EX2 Plus es un videojuego de lucha publicado por Capcom en 1999.

Official project information

Author's original READMEOpen on GitHub ↗

Street Fighter EX2 Plus (PS1)

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GitHub downloads (all assets, all releases) GitHub downloads (latest release) GitHub release

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Static recompilation of Street Fighter EX2 Plus (PS1, SLUS-01105), the Arika-developed arcade fighter, built on psxrecomp and recomp-ui.

Players2
RegionUSA
PublisherCapcom
Year1999
Entry PC0x801CA7D8

Status

Playable end to end.

Boot✅
Gameplay (60 Hz)✅
DualSense / gamepad✅ digital mode
In-game Reset → Mode Select✅

Three runtime bugs were fixed during bring-up on psxrecomp v0.3.2-alpha — a boot freeze, a dead in-game controller, and the "return to Mode Select" black screen (a live-traced SR-register bug in the shared TCB scheduler). Full write-up: see Port report below.

Requirements

  • Retail BIOS (SCPH-1001, US, 512 KiB, CRC32 37157331). This title is set openbios = false — OpenBIOS is not compatible with it. Point the first-run wizard (or bios.cfg) at your own legal dump.
  • Your own legal disc image (.cue / .bin). Disc images are never committed.

Notes

  • 120 Hz+ monitors: game.toml sets [video] vsync = "off" so the 59.94 Hz wall-clock pacer owns the frame rate. Without it, letting vsync drive cadence on a high-refresh panel runs the game at 2×.
  • Controller: SF EX2 Plus is a digital-pad title. p1_mode must be digital — analog / DualShock mode makes the game ignore all input. Multitap should be off for a normal 1v1.

Port report

docs/port-report.html — the full bring-up log (FR / EN / PT): the scaffold, the three runtime bugs and their fixes, including the debug-server trace that pinned the SR-register bug behind the Mode Select black screen. Open the file locally, or serve docs/ with GitHub Pages.

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RetComM 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 RetComM Launcher — the Retro Compilation Manager hub for self-compiling recomps.

Downloads · Full README & features

<p align="center"> <img src="https://raw.githubusercontent.com/TechnicallyComputers/RetComM-Launcher/main/docs/screenshots/hub-and-game-launcher.png" alt="RetComM 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/TechnicallyComputers/RetComM-Launcher/main/docs/screenshots/queue-and-background-build.png" alt="Background cmake build with titles queued" width="720"> </p>

RetComM 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 and are never committed — supply your own SCPH-1001 dump locally (this title requires it; OpenBIOS is disabled).

Default app icon: assets/psxrecomp.ico (and .png / .svg) — RetComM-themed controller mark from psxrecomp/assets/. Windows builds embed it via APP_ICON.

Box art (launcher_assets/img/boxart.tga) is used by the launcher.

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 \
  --bios /path/to/SCPH1001.BIN
cmake -S . -B build-release -G Ninja -DCMAKE_BUILD_TYPE=Release
cmake --build build-release --target psx-runtime

Zip prefix for CI artifacts: sfex2p.

Symbols

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

Framework pins

Submodule gitlinks are authoritative. psxrecomp points at strider973/psxrecomp branch sfex2p-v032 — v0.3.2-alpha plus the two SR/TCB scheduler fixes from bring-up (09ff2311, 36e124d3); recomp-ui tracks upstream mstan. 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
Fighting / Combat
Status
beta
Original platform
PlayStation
Technology
Static recompilation (native C/C++)
Version
—
Updated
—

Target platforms 1

Windows
View on GitHub
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