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Cabecera de Bloody Roar II
Port nativo

Bloody Roar II

Port nativo de Bloody Roar II para PC.

Bloody Roar II

Port nativo basado en su ficha de origen.

README del repositorio

Bloody Roar II Recompiled

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

Static recompilation of Bloody Roar II built on psxrecomp and recomp-ui.

Bloody Roar II recompiled for modern systems using psxrecomp.

Players2
RegionUSA
PublisherSony
Year1999

Scaffolded with the New Project Layout. See psxrecomp/docs/GAME_PROJECT_SETUP.md for the full flow.

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, uses the same platform build tools as 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.

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: bloody-roar-ii-recomp.

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.

+## About this project

These ports are developed by a hobbyist (a DevSecOps engineer, not a game programmer) with substantial AI assistance. What keeps that honest: every change is validated before it ships - boot gates, hardware-oracle A/B comparisons (Beetle/DuckStation), deterministic replay probes, and a shared findings registry that documents failures as carefully as successes. AI writes most of the code; the evidence discipline decides what survives. Bug reports welcome - expect them to be investigated the same way.

tl;dr AI writes the code, but I always test it myself before pushing


v0.1.1 three-platform candidate

This candidate targets Windows x64, Linux x64, macOS ARM64, and macOS x64. These setup packages require your legally owned game disc and a supported regional retail BIOS. They remain unpublished until their exact package tests and release authorization pass.

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