Street Fighter EX2 Plus Recompiled

Street Fighter EX2 Plus Recompiled brings Street Fighter EX2 Plus to PC.

README

Street Fighter EX2 Plus (PS1)

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

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.

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 hub with a background build, next to a title’s recomp-ui launcher

Background cmake build with titles queued

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.


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