
Street Fighter EX2 Plus
Port nativo de Street Fighter EX2 Plus para PC.
Street Fighter EX2 Plus
Port nativo basado en su ficha de origen.
README del repositorio
Street Fighter EX2 Plus (PS1)
Static recompilation of Street Fighter EX2 Plus (PS1, SLUS-01105), the
Arika-developed arcade fighter, built on
psxrecomp and
recomp-ui.
| Players | 2 |
| Region | USA |
| Publisher | Capcom |
| Year | 1999 |
| Entry PC | 0x801CA7D8 |
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, CRC3237157331). This title is setopenbios = false— OpenBIOS is not compatible with it. Point the first-run wizard (orbios.cfg) at your own legal dump. - Your own legal disc image (
.cue/.bin). Disc images are never committed.
Notes
- 120 Hz+ monitors:
game.tomlsets[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_modemust bedigital— 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 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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