Strider 2 Recompiled

Strider 2 Recompiled brings Strider 2 to PC.

README

Strider 2 Recompiled

Static recompilation of Strider 2 (SLUS-01163) built on psxrecomp and recomp-ui.

Players1
RegionUSA
PublisherCapcom
Year2000

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.

  1. Place your legally dumped Strider 2 BIN + CUE (SLUS-01163) somewhere on your computer.
  2. Start the executable.
  3. Use *Open .CUE in the launcher and select the CUE file.
  4. 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.