# Strider 2 Recompiled Static recompilation of **Strider 2** (SLUS-01163) built on [psxrecomp](https://github.com/mstan/psxrecomp) and [recomp-ui](https://github.com/mstan/recomp-ui). | | | |---|---| | Players | 1 | | Region | USA | | Publisher | Capcom | | Year | 2000 | 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](../../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`](DEVELOPMENT.md) for a short bilingual (EN/FR) write-up of each, and [`output/pdf/Rapport_correction_affichage_STRIDER2.pdf`](output/pdf/Rapport_correction_affichage_STRIDER2.pdf) for the full illustrated report. The `psxrecomp`/`recomp-ui` submodules point at [`strider973/psxrecomp`](https://github.com/strider973/psxrecomp) and [`strider973/recomp-ui`](https://github.com/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](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: `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.