Bloody Roar (1997) · Bloody Roar Recomp
Bloody Roar
OrigenPlayStation
TecnologíaRecompilación Estática (C/C++ nativo)
Disponible paraWindows, Linux
Ver proyecto oficialSobre el proyecto
Recompilación estática experimental del Bloody Roar original de PS1 mediante PSXRecomp. No se confirma que esté completo ni jugable; requiere copia propia de la edición estadounidense SCUS-94199.
Información oficial del proyecto
Bloody Roar PSXRecomp
This is an unofficial Bloody Roar PSX recompilation project for the USA
release (serial SCUS-94199). It is a source/setup-host repository only.
No game files, ROMs, disc images, BIOS files, copyrighted game assets, or
generated game code are included. Generated recompilation code remains local
in the ignored generated/ directory. The repository uses mstan's
PSXRecomp framework and the
recomp-ui launcher as Git submodules.
The project is not claimed to be complete or playable. Runtime behavior must be verified locally after generating code from a legally obtained disc.
Clone
git clone --recurse-submodules https://github.com/omegakatana92/Bloody-Roar.git
cd Bloody-Roar
Legal input
Users must supply their own legally obtained USA Bloody Roar disc dump. Keep
the cue/bin files and any retail BIOS outside Git; the paths in game.toml
describe local inputs only. Do not upload disc data, BIOS dumps, extracted game
files, generated C, or promotional artwork.
Generate and build
The documented PSXRecomp setup-host workflow is:
-
Build the recompiler emitters once, or after framework changes:
./psxrecomp/tools/ci/build_emitters.sh -
Generate game and OpenBIOS C locally from your own disc:
python3 psxrecomp/psxrecomp_cli.py generate \ --config game.toml --project-root . --disc "disc/Bloody Roar (USA).cue" -
Configure and build the local runtime:
cmake -S . -B build-release -G Ninja -DCMAKE_BUILD_TYPE=Release cmake --build build-release --target psx-runtime
The setup wizard provided by recomp-ui can also run Generate and rebuild when
the runtime is configured with PSX_SETUP_WIZARD=ON. Build directories,
generated C, saves, logs, and all disc/BIOS material are intentionally ignored.
Project metadata
game.toml contains configuration and verification hashes only. The seed file
contains address lists only. These files do not embed game data.
