feat: add 10 emulator profiles (119-series batch 3)

arduous (Arduboy AVR sim, no BIOS), boom3 (Doom 3, game data only),
directxbox (Xbox, mcpx + cromwell), doukutsu_rs (Cave Story, no BIOS),
meteor (GBA, full HLE), nxengine (Cave Story, Doukutsu.exe + data/),
tgbdual (Game Boy link, HLE), tic80 (fantasy console),
virtualxt (IBM XT, open BIOS embedded), sdlpal (Sword & Fairy, 13 .mkf)

125 total profiles.
This commit is contained in:
Abdessamad Derraz
2026-03-17 20:21:14 +01:00
parent ebc8e4413f
commit 6a778a09a3
10 changed files with 637 additions and 0 deletions
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emulator: boom3
type: libretro
source: "https://github.com/libretro/boom3"
cores: [boom3, boom3_xp]
systems: [doom3]
verification: existence
notes: >
Doom 3 source port based on dhewm3 (GPL Doom 3 engine). The core accepts
.pk4 extensions (retro_get_system_info sets valid_extensions = "pk4").
Content is loaded directly from the .pk4 file path - the engine extracts
the grandparent directory as fs_basepath (libretro.cpp:1097,1135-1136
via extract_directory called twice on info->path) and expects the standard
Doom 3 directory layout with base/ containing pak000.pk4 through pak008.pk4.
BASE_GAMEDIR is hardcoded to "base" (Licensee.h:58). The boom3_xp variant
compiles with _D3XP defined, which passes "+set fs_game d3xp" at startup
(libretro.cpp:538-544) to load the Resurrection of Evil expansion from a
d3xp/ subdirectory alongside base/. The filesystem code (FileSystem.cpp:2125)
scans for .pk4 files in the game directory and loads them in order, with
higher-numbered paks overriding lower ones. The core requires OpenGL
(RETRO_ENVIRONMENT_SET_HW_RENDER) and XRGB8888 pixel format. All required
files are commercial Doom 3 game data, not engine firmware. No BIOS or
system files are needed in the RetroArch system directory.
files: []