
Bomberman Fantasy Race
Port nativo de Bomberman Fantasy Race para PC.
Bomberman Fantasy Race
Port nativo basado en su ficha de origen.
README del repositorio
Bomberman Fantasy Race Recompiled
Static recompilation of Bomberman Fantasy Race built on psxrecomp and recomp-ui.
If you're looking for fun racing action, look no further than Bomberman Fantasy Race! Lightning fast competition, zany obstacle infested tracks and of course bombs! It's a battle-racing game like you've seen. Features: * Wacky animal racing! Race atop 10 different animals through 7 unique fantasy courses. Use special techniques , such as the triangle jump, bomb dash and catapult to get ahead of the competition! * Intense 2 player action! Compete against your friends in the split screen mode to prove who's #1! Best of all, clean out their piggy bank with the unique wagering system! * Over 15 crazy power-ups! Wield over 15 wacky weapons, including rocket bombs, power bombs, shields and power suits. Unleash long range attacks utilizing the unique throw meter!
| Players | 2 |
| Region | USA |
| Publisher | Atlus USA |
| Year | 1998 |
Scaffolded with the New Project Layout. See
psxrecomp/docs/GAME_PROJECT_SETUP.md for the full flow.
Retro 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 Retro Launcher — the Retro Compilation Manager hub for self-compiling recomps.
Downloads · Full README & features
Retro 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; OpenBIOS is
used for Generate unless you supply your own SCPH locally.
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: bfr.
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.
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