# Street Fighter Alpha 3 Recompiled [![GitHub downloads (all assets, all releases)](https://img.shields.io/github/downloads/TechnicallyComputers/Street-Fighter-Alpha-3-Recomp/total)](https://github.com/TechnicallyComputers/Street-Fighter-Alpha-3-Recomp/releases) [![GitHub downloads (latest release)](https://img.shields.io/github/downloads/TechnicallyComputers/Street-Fighter-Alpha-3-Recomp/latest/total)](https://github.com/TechnicallyComputers/Street-Fighter-Alpha-3-Recomp/releases/latest) [![GitHub release](https://img.shields.io/github/v/release/TechnicallyComputers/Street-Fighter-Alpha-3-Recomp)](https://github.com/TechnicallyComputers/Street-Fighter-Alpha-3-Recomp/releases/latest)

Street-Fighter-Alpha-3- box art

Static recompilation of **Street Fighter Alpha 3** built on [psxrecomp](https://github.com/mstan/psxrecomp) and [recomp-ui](https://github.com/mstan/recomp-ui). The PlayStation port of Street Fighter Alpha 3 has added new characters to the roster, including Juli, Juni, Balrog, Dee Jay, Fei Long and T. Hawk. They come with new portraits and their own scenarios. Guile, Evil Ryu and Shin Akuma have also been added as secret characters that can be unlocked through World Tour mode, a mode that allows players to strengthen and customize the fighting style of their chosen character while traveling the world. | | | |---|---| | Players | 2 | | Region | USA | | Publisher | Capcom | | 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](https://github.com/RetroPortingToolKit/Retro-Launcher)** — the Retro Compilation Manager hub for self-compiling recomps. [Downloads](https://github.com/RetroPortingToolKit/Retro-Launcher/releases) · [Full README & features](https://github.com/RetroPortingToolKit/Retro-Launcher#readme)

Retro hub with a background build, next to a title’s recomp-ui launcher

Background cmake build with titles queued

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](https://github.com/libretro-thumbnails/libretro-thumbnails) (`Named_Boxarts`); see `BOXART_SOURCE.txt` when present. ## Quick start (dev) ```bash git submodule update --init --recursive ./psxrecomp/tools/ci/build_emitters.sh python3 psxrecomp/psxrecomp_cli.py generate \ --config game.toml --project-root . --disc disc/.cue cmake -S . -B build-release -G Ninja -DCMAKE_BUILD_TYPE=Release cmake --build build-release --target psx-runtime ``` Zip prefix for CI artifacts: `sfa`. ## 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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