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docs: plain punctuation in ten engine profiles
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@@ -21,7 +21,7 @@ notes: |
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is set in src/sdlport/setup.cpp:
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1. -datadir <path> CLI argument (setup.cpp:327-332)
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2. datadir= in abuse.cfg (setup.cpp:182)
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3. ASSETDIR compile-time constant, filled by CMakeLists.txt:45-54 — "." on
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3. ASSETDIR compile-time constant, filled by CMakeLists.txt:45-54, "." on
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Windows, abuse.app/Contents/Resources/data on macOS, share/games/abuse on
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Linux (setup.cpp:441-474)
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Loader1 reads abuse.lsp via lisp (loader2.cpp:284), which chain-loads
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@@ -14,7 +14,7 @@ verification: existence
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notes: |
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OpenGL source port by Arno Ansems of id Software's Catacomb Adventure series:
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- Catacomb 3-D: The Descent (.C3D)
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- Catacomb Abyss (.ABS) — three releases v1.12 / v1.13 / v1.24
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- Catacomb Abyss (.ABS), three releases v1.12 / v1.13 / v1.24
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- Catacomb Armageddon (.ARM)
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- Catacomb Apocalypse (.APC)
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@@ -32,7 +32,7 @@ notes: |
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Each supported game sits in its own directory, picked by the user through
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the game selection menu (src/Engine/GameSelection.cpp). No separate BIOS is
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needed — the retail / shareware DOS data files are the only requirement.
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needed: the retail / shareware DOS data files are the only requirement.
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The Catacomb Adventure Series releases (Abyss shareware, Armageddon,
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Apocalypse) were made freeware by Flat Rock Software and are distributed by
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+10
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@@ -24,16 +24,16 @@ notes: |
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Top-level sub-trees the game pulls files from (every path is relative to
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CDOGS_DATA_DIR, resolved through GetDataFilePath):
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data/ — ammo.json, bullets.json, guns.json, pickups.json,
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map_objects.json, character_classes.json, particles.json,
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gamecontrollerdb.txt, prefixes.txt (configuration data)
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graphics/ — sprites, font, icons; grafx.c:92 (cdogs_icon.bmp),
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grafx.c:156 (font.png + font.json)
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missions/ — single-player campaigns, mission packs (JSON)
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music/ — menu, briefing, game, end, lose, victory tracks
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(music.c:45-50 LoadMusic calls)
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sounds/ — sfx wavs
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dogfights/ — deathmatch arenas
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data/: ammo.json, bullets.json, guns.json, pickups.json,
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map_objects.json, character_classes.json, particles.json,
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gamecontrollerdb.txt, prefixes.txt (configuration data)
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graphics/: sprites, font, icons; grafx.c:92 (cdogs_icon.bmp),
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grafx.c:156 (font.png + font.json)
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missions/: single-player campaigns, mission packs (JSON)
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music/: menu, briefing, game, end, lose, victory tracks
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(music.c:45-50 LoadMusic calls)
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sounds/: sfx wavs
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dogfights/: deathmatch arenas
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All open-source content (GPL-2.0). No separate BIOS or retail data required.
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@@ -43,7 +43,7 @@ notes: |
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8497b5696c92b13ede4f5ad01dfb577b208404cb by cgenius.mk).
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Game directories are searched under the user's roms root. The engine then
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loads from vfsroot/global/ at startup — fonts, trophy UI, generic sounds —
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loads from vfsroot/global/ at startup (fonts, trophy UI, generic sounds),
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which is bundled with the install, not with the Keen data.
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files:
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+5
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@@ -24,20 +24,20 @@ notes: |
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Recalbox's standalone ARM port of Final Burn Alpha, lineage pifba (originally
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by Franxis / Oopsware for the GP2X, modernised to SDL2 by Recalbox). The
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binary is installed as fba2x and runs with a ZIP path on the command line
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(rpi/main.cpp:187 — "Usage: fba2x <path to rom><shortname>.zip").
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(rpi/main.cpp:187, "Usage: fba2x <path to rom><shortname>.zip").
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BIOS and ROM archives are resolved relative to szAppRomPath, hardcoded to
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"roms/" in rpi/bzip.cpp:4 and overridden only through the rom path argument.
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BzipOpen (rpi/bzip.cpp:355-394) iterates BurnDrvGetZipName(z) for every
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BIOS/parent slot and opens "<roms/><name>" directly — no fallback
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BIOS/parent slot and opens "<roms/><name>" directly: no fallback
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directory walking.
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Shared BIOS ROM sets flagged BDF_BOARDROM in the driver source:
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- neogeo (burn/neogeo/d_neogeo.cpp) — SNK Neo Geo system BIOS
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- pgm (burn/pgm/d_pgm.cpp) — IGS PGM board BIOS
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- neogeo (burn/neogeo/d_neogeo.cpp), SNK Neo Geo system BIOS
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- pgm (burn/pgm/d_pgm.cpp), IGS PGM board BIOS
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CPS1 and CPS2 titles embed their program/encryption ROMs directly in each
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game archive — no CPS board BIOS zip. CPS3 (burn/cps3/d_cps3.cpp) carries
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game archive: no CPS board BIOS zip. CPS3 (burn/cps3/d_cps3.cpp) carries
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the SH-2 BIOS as a BRF_BIOS member of each game's archive (red-earth,
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jojo, sfiii, etc.), so there is no shared cps3.zip here either.
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+5
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@@ -18,11 +18,11 @@ notes: |
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The engine opens every data file from a relative "data/" prefix hard-coded
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in the sources:
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- qda.c:19 — strcpy(fullPath, "data/") before appending qda chunk names
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- hero.c:202 — fopen("data/save.tmp", "rb")
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- sdl2/audio.c:30 — strcpy(buff, "data/") before midi/wav loads
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- sdl2/graphics.c, sdl3/graphics.c — fopen("data/bmp.qda", "rb")
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- game.h:184 — savename macro = "data/save.tmp"
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- qda.c:19, strcpy(fullPath, "data/") before appending qda chunk names
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- hero.c:202, fopen("data/save.tmp", "rb")
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- sdl2/audio.c:30, strcpy(buff, "data/") before midi/wav loads
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- sdl2/graphics.c, sdl3/graphics.c: fopen("data/bmp.qda", "rb")
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- game.h:184, savename macro = "data/save.tmp"
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Save files are rewritten in that same relative data/ tree, so the game must
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be launched from a working directory that contains data/ (batocera copies
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the shipped data/ beside the binary).
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+4
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@@ -19,10 +19,10 @@ notes: |
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There is no external BIOS, firmware, or retail data to collect. Everything
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the engine needs ships inside the Python wheel:
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python/pyxel/ — Python API, fonts, shader, examples
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crates/pyxel-core/ — Rust engine (compiled as pyxel_extension)
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crates/pyxel-platform/ — SDL2 wrapper
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crates/pyxel-wrapper/ — Python ↔ Rust glue (PyO3)
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python/pyxel/: Python API, fonts, shader, examples
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crates/pyxel-core/: Rust engine (compiled as pyxel_extension)
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crates/pyxel-platform/: SDL2 wrapper
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crates/pyxel-wrapper/: Python to Rust glue (PyO3)
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Batocera's packaging (package/batocera/emulators/python-pyxel/python-pyxel.mk)
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installs the wheel into site-packages, drops the examples, and provides a
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@@ -38,7 +38,7 @@ notes: |
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REMOTE1.RTS carries the "Remote Ridicule" speech bank; its absence is
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silently tolerated (rott/rt_main.c:830-834).
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No hash is validated — the loader relies on WAD lump names and the
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No hash is validated: the loader relies on WAD lump names and the
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SHAREWARE_TAG magic number inside the RTL (rott/rt_ted.c:1432).
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files:
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@@ -41,7 +41,7 @@ notes: |
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files:
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# ================================================================
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# Half-Life (valve/) — base game, chained parent of every HL1 mod
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# Half-Life (valve/), base game, chained parent of every HL1 mod
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# ================================================================
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- name: "liblist.gam"
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@@ -65,7 +65,7 @@ files:
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note: "Added by community re-releases and the KMQuake2 content pack."
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# ================================================================
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# The Reckoning (xatrix/) — official Mission Pack 1
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# The Reckoning (xatrix/), official Mission Pack 1
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# Separate yquake2 game library repo: yquake2/xatrix.
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# ================================================================
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@@ -78,7 +78,7 @@ files:
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note: "The Reckoning data. Loaded when `+set game xatrix` is passed."
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# ================================================================
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# Ground Zero (rogue/) — official Mission Pack 2
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# Ground Zero (rogue/), official Mission Pack 2
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# Separate yquake2 game library repo: yquake2/rogue.
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# ================================================================
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@@ -91,7 +91,7 @@ files:
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note: "Ground Zero data. Loaded when `+set game rogue` is passed."
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# ================================================================
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# Three Wave Capture The Flag (ctf/) — official free addon
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# Three Wave Capture The Flag (ctf/), official free addon
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# Separate yquake2 game library repo: yquake2/ctf.
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# ================================================================
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