Bomberman World Recompiled
Bomberman World Recompiled brings Bomberman World to PC.
- Type: PC port
- Game: Bomberman World
- Runs on Linux, macOS and Windows
- By TechnicallyComputers
- Latest release v0.1.20, 2026-08-26
- Source: https://github.com/TechnicallyComputers/Bomberman-World-Recomp
- Website: https://discord.gg/Ad9BwSzctP
README
Bomberman World Recompiled
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.
| Players | 5 |
| Region | USA |
| Publisher | Hudson Soft |
| Year | 1998 |
Scaffolded with the New Project Layout. See
psxrecomp/docs/GAME_PROJECT_SETUP.md for the full flow.
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
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.
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.
R.A.I.D. — Retro AI Development · a Discord for AI-assisted retro reverse-engineering, decomp & recomp
