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feat: add 10 emulator profiles (119-series batch 5)
boytacean (GB Rust, 6 boot ROMs embedded), emux_chip8 (no BIOS), fake08 (PICO-8, Lua runtime compiled in), jaxe (CHIP-8, fonts hardcoded), lowresnx (fantasy console), opentyrian (Tyrian freeware data), openlara (Tomb Raider engine, game data), squirreljme (J2ME, 8 JARs), vitaquake2 (Quake 2, 4 variants), xrick (data.zip sound pack) 145 total profiles.
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emulator: OpenLara
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type: libretro
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source: "https://github.com/libretro/OpenLara"
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cores: [openlara]
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systems: [tomb-raider]
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verification: existence
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notes: >
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Open-source reimplementation of the classic Tomb Raider engine (TR1-TR4).
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Supports PC (.PHD, .TR2, .TR4), PlayStation (.PSX), and Saturn (.SAT)
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level formats. The core accepts phd|psx|tr2|sat extensions
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(retro_get_system_info sets valid_extensions, main.cpp:246).
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need_fullpath is true - the core resolves sibling game assets relative
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to the content directory. retro_load_game (main.cpp:602) derives
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contentDir from the loaded level file path and strips the level/
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subdirectory if present, then passes a relative levelpath to the engine.
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Game version is auto-detected by probing for known level files:
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DATA/GYM.PHD (TR1 PC), PSXDATA/GYM.PSX (TR1 PSX), DATA/GYM.SAT
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(TR1 Saturn), data/ASSAULT.TR2 (TR2 PC), DATA/ASSAULT.PSX (TR2 PSX),
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data/JUNGLE.TR2 (TR3 PC), DATA/JUNGLE.PSX (TR3 PSX), data/angkor1.tr4
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(TR4 PC) - see gameflow.h:1047-1071. Audio tracks are loaded from
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audio/ subdirectories as .ogg files or cdaudio.wad containers
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(gameflow.h:1248-1350). The system directory is used only to create
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a cache folder at {system_dir}/openlara/cache/ (main.cpp:177-197).
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No BIOS, firmware, or engine data files are required in the system
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directory. All required data comes from the original game files loaded
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as content.
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files: []
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