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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.
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emulator: TIC-80
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type: libretro
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source: "https://github.com/libretro/TIC-80"
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cores:
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- tic80
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systems:
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- tic80
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notes: |
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TIC-80 is a fantasy computer for making, playing and sharing tiny games.
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The libretro port wraps the nesbox/TIC-80 engine as a submodule.
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The core loads .tic cartridge files (and .png for cart-as-image format)
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entirely through the libretro data buffer (need_fullpath = false,
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tic80_libretro.c:340). Content bytes are passed directly to tic80_load()
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at retro_load_game() (tic80_libretro.c:1152).
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The core never calls RETRO_ENVIRONMENT_GET_SYSTEM_DIRECTORY. There is no
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code path that reads any file from the system directory. No BIOS, firmware,
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or boot ROM exists for this platform -- TIC-80 is a self-contained virtual
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machine with all system resources built into the engine binary.
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The TIC-80 VM provides 80x45 tilemap, 240x136 screen, 256 8x8 sprites,
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4 channels of sound, and supports Lua, Moonscript, JavaScript, Wren,
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Fennel, Squirrel, Ruby, Python, and Janet as scripting languages.
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files: []
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platform_details:
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cartridge_format:
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extensions: "tic, png"
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source_ref: "tic80_libretro.c:339"
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notes: |
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.tic is the native cartridge format containing code, sprites, map,
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sound, and music data. .png support allows loading cartridges
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encoded as cover images (code stored in PNG metadata).
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runtime:
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source_ref: "nesbox/TIC-80 (submodule at core/)"
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notes: |
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The entire TIC-80 runtime (CPU, GPU, APU, scripting engines) is
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compiled into the core binary. No external dependencies at runtime.
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State serialization uses TIC_PERSISTENT_SIZE * 4 bytes of pmem()
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data (tic80_libretro.c:1203-1243).
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