Street Fighter EX2 Plus Recompiled
Street Fighter EX2 Plus Recompiled brings Street Fighter EX2 Plus to PC.
- Type: PC port
- Game: Street Fighter EX2 Plus
- Runs on Linux, macOS and Windows
- By strider973
- Latest release v0.1.0, 2026-08-29
- Source: https://github.com/strider973/Street-Fighter-EX2-Plus-Recompiled
README
Street Fighter EX2 Plus (PS1)
Static recompilation of Street Fighter EX2 Plus (PS1, SLUS-01105), the
Arika-developed arcade fighter, built on
psxrecomp and
recomp-ui.
| Players | 2 |
| Region | USA |
| Publisher | Capcom |
| Year | 1999 |
| Entry PC | 0x801CA7D8 |
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, CRC3237157331). This title is setopenbios = false— OpenBIOS is not compatible with it. Point the first-run wizard (orbios.cfg) at your own legal dump. - Your own legal disc image (
.cue/.bin). Disc images are never committed.
Notes
- 120 Hz+ monitors:
game.tomlsets[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_modemust bedigital— 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.
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
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.
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.
R.A.I.D. — Retro AI Development · a Discord for AI-assisted retro reverse-engineering, decomp & recomp
