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feat: profile arcade and indie game engines
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emulator: Hydra Castle Labyrinth
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type: standalone
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core_classification: game_engine
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source: "https://github.com/ptitSeb/hydracastlelabyrinth"
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upstream: "https://github.com/ptitSeb/hydracastlelabyrinth"
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profiled_date: "2026-10-04"
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source_commit: "e31648688434a789e3056e52cdf1b9a842eeed48"
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core_version: ~
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display_name: "Hydra Castle Labyrinth (hcl)"
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cores: [hcl]
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systems: []
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verification: existence
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notes: |
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Open-source port of E. Hashimoto's 2008 Japanese freeware Metroidvania Hydra
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Castle Labyrinth. ptitSeb's SDL/SDL2/SDL3 fork is used by batocera (the
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package batocera/ports/hcl pins HCL_VERSION to this commit).
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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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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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The 31 MB data/ tree is shipped in the source repository and is open content.
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Nothing else is required.
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files:
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- name: "bmp.qda"
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path: "data/bmp.qda"
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category: game_data
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description: "Packed graphics (QDA archive of all bitmaps)"
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required: true
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bundled: true
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source_ref: "src/sdl2/graphics.c:229 (fopen \"data/bmp.qda\" rb)"
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- name: "en.dat"
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path: "data/en.dat"
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category: game_data
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description: "English localization"
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required: true
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bundled: true
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source_ref: "src/text.c (loaded via data/ prefix)"
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- name: "jp.dat"
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path: "data/jp.dat"
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category: game_data
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description: "Japanese localization"
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required: true
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bundled: true
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source_ref: "src/text.c"
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- name: "map"
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path: "data/map"
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category: game_data
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description: "Level maps directory (060 .map files)"
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required: true
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bundled: true
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source_ref: "src/stagedata.c (loads data/map/<nnn>.map)"
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- name: "obj"
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path: "data/obj"
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category: game_data
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description: "Per-stage object definitions directory"
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required: true
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bundled: true
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source_ref: "src/stagedata.c (loads data/obj/<nnn>.dat)"
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- name: "midi"
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path: "data/midi"
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category: game_data
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description: "Music files (.mid + .ogg companions)"
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required: false
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bundled: true
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source_ref: "src/sdl2/audio.c:30 (data/ prefix for midi loads)"
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- name: "wav"
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path: "data/wav"
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category: game_data
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description: "Sound effect samples"
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required: false
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bundled: true
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source_ref: "src/sdl2/audio.c (data/wav/<name>.wav)"
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