docs: plain punctuation in ten engine profiles

This commit is contained in:
Abdessamad Derraz committed 2026-10-04 16:50:39 +02:00
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@@ -21,7 +21,7 @@ notes: |
is set in src/sdlport/setup.cpp:
1. -datadir <path> CLI argument (setup.cpp:327-332)
2. datadir= in abuse.cfg (setup.cpp:182)
3. ASSETDIR compile-time constant, filled by CMakeLists.txt:45-54 — "." on
3. ASSETDIR compile-time constant, filled by CMakeLists.txt:45-54, "." on
Windows, abuse.app/Contents/Resources/data on macOS, share/games/abuse on
Linux (setup.cpp:441-474)
Loader1 reads abuse.lsp via lisp (loader2.cpp:284), which chain-loads
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@@ -14,7 +14,7 @@ verification: existence
notes: |
OpenGL source port by Arno Ansems of id Software's Catacomb Adventure series:
- Catacomb 3-D: The Descent (.C3D)
- Catacomb Abyss (.ABS) — three releases v1.12 / v1.13 / v1.24
- Catacomb Abyss (.ABS), three releases v1.12 / v1.13 / v1.24
- Catacomb Armageddon (.ARM)
- Catacomb Apocalypse (.APC)
@@ -32,7 +32,7 @@ notes: |
Each supported game sits in its own directory, picked by the user through
the game selection menu (src/Engine/GameSelection.cpp). No separate BIOS is
needed — the retail / shareware DOS data files are the only requirement.
needed: the retail / shareware DOS data files are the only requirement.
The Catacomb Adventure Series releases (Abyss shareware, Armageddon,
Apocalypse) were made freeware by Flat Rock Software and are distributed by
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@@ -24,16 +24,16 @@ notes: |
Top-level sub-trees the game pulls files from (every path is relative to
CDOGS_DATA_DIR, resolved through GetDataFilePath):
data/ — ammo.json, bullets.json, guns.json, pickups.json,
data/: ammo.json, bullets.json, guns.json, pickups.json,
map_objects.json, character_classes.json, particles.json,
gamecontrollerdb.txt, prefixes.txt (configuration data)
graphics/ — sprites, font, icons; grafx.c:92 (cdogs_icon.bmp),
graphics/: sprites, font, icons; grafx.c:92 (cdogs_icon.bmp),
grafx.c:156 (font.png + font.json)
missions/ — single-player campaigns, mission packs (JSON)
music/ — menu, briefing, game, end, lose, victory tracks
missions/: single-player campaigns, mission packs (JSON)
music/: menu, briefing, game, end, lose, victory tracks
(music.c:45-50 LoadMusic calls)
sounds/ — sfx wavs
dogfights/ — deathmatch arenas
sounds/: sfx wavs
dogfights/: deathmatch arenas
All open-source content (GPL-2.0). No separate BIOS or retail data required.
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@@ -43,7 +43,7 @@ notes: |
8497b5696c92b13ede4f5ad01dfb577b208404cb by cgenius.mk).
Game directories are searched under the user's roms root. The engine then
loads from vfsroot/global/ at startup — fonts, trophy UI, generic sounds —
loads from vfsroot/global/ at startup (fonts, trophy UI, generic sounds),
which is bundled with the install, not with the Keen data.
files:
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@@ -24,20 +24,20 @@ notes: |
Recalbox's standalone ARM port of Final Burn Alpha, lineage pifba (originally
by Franxis / Oopsware for the GP2X, modernised to SDL2 by Recalbox). The
binary is installed as fba2x and runs with a ZIP path on the command line
(rpi/main.cpp:187 — "Usage: fba2x <path to rom><shortname>.zip").
(rpi/main.cpp:187, "Usage: fba2x <path to rom><shortname>.zip").
BIOS and ROM archives are resolved relative to szAppRomPath, hardcoded to
"roms/" in rpi/bzip.cpp:4 and overridden only through the rom path argument.
BzipOpen (rpi/bzip.cpp:355-394) iterates BurnDrvGetZipName(z) for every
BIOS/parent slot and opens "<roms/><name>" directly — no fallback
BIOS/parent slot and opens "<roms/><name>" directly: no fallback
directory walking.
Shared BIOS ROM sets flagged BDF_BOARDROM in the driver source:
- neogeo (burn/neogeo/d_neogeo.cpp) — SNK Neo Geo system BIOS
- pgm (burn/pgm/d_pgm.cpp) — IGS PGM board BIOS
- neogeo (burn/neogeo/d_neogeo.cpp), SNK Neo Geo system BIOS
- pgm (burn/pgm/d_pgm.cpp), IGS PGM board BIOS
CPS1 and CPS2 titles embed their program/encryption ROMs directly in each
game archive — no CPS board BIOS zip. CPS3 (burn/cps3/d_cps3.cpp) carries
game archive: no CPS board BIOS zip. CPS3 (burn/cps3/d_cps3.cpp) carries
the SH-2 BIOS as a BRF_BIOS member of each game's archive (red-earth,
jojo, sfiii, etc.), so there is no shared cps3.zip here either.
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@@ -18,11 +18,11 @@ notes: |
The engine opens every data file from a relative "data/" prefix hard-coded
in the sources:
- qda.c:19 — strcpy(fullPath, "data/") before appending qda chunk names
- hero.c:202 — fopen("data/save.tmp", "rb")
- sdl2/audio.c:30 — strcpy(buff, "data/") before midi/wav loads
- sdl2/graphics.c, sdl3/graphics.c — fopen("data/bmp.qda", "rb")
- game.h:184 — savename macro = "data/save.tmp"
- qda.c:19, strcpy(fullPath, "data/") before appending qda chunk names
- hero.c:202, fopen("data/save.tmp", "rb")
- sdl2/audio.c:30, strcpy(buff, "data/") before midi/wav loads
- sdl2/graphics.c, sdl3/graphics.c: fopen("data/bmp.qda", "rb")
- game.h:184, savename macro = "data/save.tmp"
Save files are rewritten in that same relative data/ tree, so the game must
be launched from a working directory that contains data/ (batocera copies
the shipped data/ beside the binary).
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@@ -19,10 +19,10 @@ notes: |
There is no external BIOS, firmware, or retail data to collect. Everything
the engine needs ships inside the Python wheel:
python/pyxel/ — Python API, fonts, shader, examples
crates/pyxel-core/ — Rust engine (compiled as pyxel_extension)
crates/pyxel-platform/ — SDL2 wrapper
crates/pyxel-wrapper/ — Python ↔ Rust glue (PyO3)
python/pyxel/: Python API, fonts, shader, examples
crates/pyxel-core/: Rust engine (compiled as pyxel_extension)
crates/pyxel-platform/: SDL2 wrapper
crates/pyxel-wrapper/: Python to Rust glue (PyO3)
Batocera's packaging (package/batocera/emulators/python-pyxel/python-pyxel.mk)
installs the wheel into site-packages, drops the examples, and provides a
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REMOTE1.RTS carries the "Remote Ridicule" speech bank; its absence is
silently tolerated (rott/rt_main.c:830-834).
No hash is validated — the loader relies on WAD lump names and the
No hash is validated: the loader relies on WAD lump names and the
SHAREWARE_TAG magic number inside the RTL (rott/rt_ted.c:1432).
files:
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@@ -41,7 +41,7 @@ notes: |
files:
# ================================================================
# Half-Life (valve/) — base game, chained parent of every HL1 mod
# Half-Life (valve/), base game, chained parent of every HL1 mod
# ================================================================
- name: "liblist.gam"
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@@ -65,7 +65,7 @@ files:
note: "Added by community re-releases and the KMQuake2 content pack."
# ================================================================
# The Reckoning (xatrix/) — official Mission Pack 1
# The Reckoning (xatrix/), official Mission Pack 1
# Separate yquake2 game library repo: yquake2/xatrix.
# ================================================================
@@ -78,7 +78,7 @@ files:
note: "The Reckoning data. Loaded when `+set game xatrix` is passed."
# ================================================================
# Ground Zero (rogue/) — official Mission Pack 2
# Ground Zero (rogue/), official Mission Pack 2
# Separate yquake2 game library repo: yquake2/rogue.
# ================================================================
@@ -91,7 +91,7 @@ files:
note: "Ground Zero data. Loaded when `+set game rogue` is passed."
# ================================================================
# Three Wave Capture The Flag (ctf/) — official free addon
# Three Wave Capture The Flag (ctf/), official free addon
# Separate yquake2 game library repo: yquake2/ctf.
# ================================================================