Strider 2 Recompiled
Strider 2 Recompiled brings Strider 2 to PC.
- Type: PC port
- Game: Strider 2
- Runs on Linux, macOS and Windows
- By strider973
- Latest release v0.1.2, 2026-08-29
- Source: https://github.com/strider973/STRIDER-2-Recompiled
README
Strider 2 Recompiled
Static recompilation of Strider 2 (SLUS-01163) built on psxrecomp and recomp-ui.
| Players | 1 |
| Region | USA |
| Publisher | Capcom |
| Year | 2000 |
Scaffolded with the New Project Layout. See
psxrecomp/docs/GAME_PROJECT_SETUP.md for the full flow.
Running the game
Grab the setup-host zip from the Releases page (Windows, Linux or macOS). It ships the launcher and framework only — no game code, no disc, no BIOS — and generates the playable build locally from your own disc on first run.
- Place your legally dumped Strider 2
BIN+CUE(SLUS-01163) somewhere on your computer. - Start the executable.
- Use *Open .CUE in the launcher and select the
CUEfile. - Select Play — first launch runs Generate (disc → C → compile) automatically, using the bundled OpenBIOS; later launches skip straight to gameplay.
Development
This title needed a handful of real fixes to the shared framework (a
speed bug, a GPU-driver-overhead stall, and a 480i menu-rendering bug).
See DEVELOPMENT.md for a short bilingual (EN/FR)
write-up of each, and
output/pdf/Rapport_correction_affichage_STRIDER2.pdf
for the full illustrated report. The psxrecomp/recomp-ui submodules
point at strider973/psxrecomp
and strider973/recomp-ui
(branch strider2-fixes) — forks of the upstream framework carrying
these patches — rather than upstream directly, so a fresh clone builds
with the fixes included.
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.
Default app icon: assets/psxrecomp.ico (and .png / .svg) — RetComM-themed controller mark from psxrecomp/assets/. Windows builds embed it via APP_ICON.
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: strider.
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.